"TOKYO GAME SHOW 2006" Visitors Survey Report【PDF】
Transcription
"TOKYO GAME SHOW 2006" Visitors Survey Report【PDF】
TOKYO GAME SHOW 2006 Visitors Survey Report November 2006 Computer Entertainment Supplier's Association ■ Contents ■ Outline of Survey 3 Ⅰ.Visitors' Characteristics 4 1.Gender -------------------------------------------------------------------------- 4 2.Age ---------------------------------------------------------------------------- 4 3.Residential area ------------------------------------------------------------------ 5 4.Occupation --------------------------------------------------------------------- 5 5.Hobbies and interests --------------------------------------------------------------- 6 Ⅱ.Household Videogames 8 1.Hardware ownership ----------------------------------------------------------------- 8 2.Hardware the respondents wish to purchase --------------------------------------------- 10 3.Preference of color for the body of a household game machine ----------------------------- 12 4.Favorite game genres ---------------------------------------------------------------- 14 5.Favorite game types ----------------------------------------------------------------- 17 6.Frequency of game playing ----------------------------------------------------------- 20 7.Duration of game playing ------------------------------------------------------------- 22 8.Software packages purchased --------------------------------------------------------- 25 9.Old game softwares the users wish to play on the latest consoles --------------------------- 27 10.Ownership of household videogame softwares for "Study/Learning/Training" ---------------- 28 11.Ownership and use of supplemental controllers for household videogame machines ----------- 29 Ⅲ.Mobile Phones Games 30 1.Familiarity with mobile phone games ---------------------------------------------------- 30 2.Places where mobile phone games are played 【All the current mobile phone game players】 ----- 31 3.Duration of playing games on mobile phones (weekly total) 【All the current mobile phone game players】 -------------------------------------------- Ⅳ.PC Games 32 33 1.Familiarity with PC games ------------------------------------------------------------ 33 2.Types of PC games played 【All the current PC game players】 ----------------------------- 34 3.Duration of playing PC games (weekly total) 【All the current PC game players】 -------------- 35 -1- Ⅴ.Network Games 36 1.Familiarity with network games -------------------------------------------------------- 36 2.Platforms used to play network games 【All the current network game players】 --------------- 37 3.Frequency of playing pay-to-play network games 【All the current network game players】 ------ 37 4.Methods of paying for network games 【All the current pay-to-play network game players】 ------ 37 5.Reasons for not playing network games 【All who had no experience of playing network games】 --- 38 6.Intention to play network games ------------------------------------------------------- 40 7.Categorization of customers of network games ------------------------------------------- 41 Ⅵ."Soccer" and games 42 1.Interest in the FIFA World Cup, Germany ----------------------------------------------- 42 2.Purchase of "soccer" game softwares for household videogame machines -------------------- 43 Ⅶ.Railroad fans and games 45 1.Interest in various vehicles ----------------------------------------------------------- 45 2.Other interests of railroad fans 【All railroad fans】 --------------------------------------- 46 3.Titles of favorite "railroad" game softwares for household videogames 《Free answer》 --------- 47 Ⅷ.Peripheral aspects of games 48 1.Advertisements included in games ----------------------------------------------------- 48 2.Experience of completing and mailing survey forms --------------------------------------- 49 Ⅸ.Rating Label 50 1.Recognition of a rating label ---------------------------------------------------------- 50 2.Familiarity with the function of a rating label 【All who were aware of the rating label】 ---------- 51 3.Descriptions of a rating label given by respondents 【All who knew much or roughly about the rating label】 《Free answer》 ----------------------- 52 4.Awareness of the rating label Z 【All who were aware of the rating label】 ------------------- 53 Ⅹ.Opinions on the Game Industry 《Free answers》 54 XI.Turnout at TOKYO GAME SHOW 2006 61 1.Information source about TOKYO GAME SHOW 2006 ------------------------------------- 61 2.Number of past visits to TOKYO GAME SHOW ------------------------------------------- 63 3.Company booths the respondents thought was the best 《Free answer》 ---------------------- 64 4.Areas the respondents visited -------------------------------------------------------- 65 5.Degree of satisfaction with TOKYO GAME SHOW 2006 ------------------------------------ 66 6.Intention to visit the next TOKYO GAME SHOW ----------------------------------------- 67 Appendix 1) Sample Survey Form ------------------------------------------------------------ 68 Appendix 2) Location of Questionnaire Booths -------------------------------------------------- 72 -2- ■ Outline of Survey 1 Aim : To obtain data useful for CESA members in mapping out their marketing strategies, by identifying the basic characteristics of visitors (game users) to TOKYO GAME SHOW 2006 (hereafter, TGS 2006) organized by CESA and obtaining information about the consoles and games the visitors currently use. 2 Target : Individual men and women of ages 3 or older who visited TGS 2006. * Categories "3-9" and "50 or older" were added this year (substitution was allowed when respondents, like pre-school children, were incapable of filling out the survey themselves.) : Questionnaire survey at booths in TGS 2006 venue. * Refer to P 72 for the locations of the booths. 3 Method 4 Period : Sunday, September 24, 2006 [10:00 - 17:00] 5 Visitor Turnout : Total number of visitors (persons) No. of collected samples No. of valid responses Sept. 22 (Fri) 39,645 - - Sept. 23 (Sat) 84,823 - - Sept. 24 (Sun) 67,943 1,148 S 1,087 S Total 192,411 1,148 S 1,087 S * Sept. 22 (Fri.) was arranged as "Business Day" solely for industry-related visitors. Date ■ Outline of the past 15 exhibitions ’96 ’97 Spring ’97 Autumn ’98 Spring ’98 Autumn ’99 Spring ’99 Autumn 2000 Spring 2000 Autumn 2001 Spring 2001 Autumn 2002 2003 2004 2005 Aug. 22 (Thu.)~24 (Sat.) '96 at Tokyo Big Site Apr. 4 (Fri.)~ 6 (Sun.) '97 at Tokyo Big Site Sept. 5 (Fri.)~ 7 (Sun.) '97 at Makuhari Messe Mar. 20 (Fri.)~ 22 (Sun.) '98 at Makuhari Messe Oct. 9 (Fri.)~ 11 (Sun.) '98 at Makuhari Messe Mar. 19 (Fri.)~21 (Sun.) '99 at Makuhari Messe Sept. 17 (Fri.)~ 19 (Sun.) '99 at Makuhari Messe Mar. 31 (Fri.)~Apr. 2 (Sun.) 2000 at Makuhari Messe Sept. 22 (Fri.)~ 24 (Sun.) 2000 at Makuhari Messe Mar. 30 (Fri.)~Apr. 1 (Sun.) 2001 at Makuhari Messe Oct. 12 (Fri.)~14(Sun.) 2001 at Makuhari Messe Sept. 20 (Fri.)~ 22 (Sun.) 2002 at Makuhari Messe Sept. 26 (Fri.)~28(Sun.) 2003 at Makuhari Messe Sept. 24 (Fri.)~26 (Sun.) 2004 at Makuhari Messe Sept. 16 (Fri.)~18 (Sun.) 2005 at Makuhari Messe No. of visitors (total of 3 days) 109,649 121,172 140,630 147,913 156,455 163,448 163,866 131,708 137,400 118,080 129,626 134,042 150,089 160,096 176,056 6 Analytical Method : Cross analysis focusing on the characteristics of the subjects and the frequency of their game playing. 7 Organizers * It needs to be reminded that each survey result does not necessarily represent the trends of the general public since these surveys target visitors to TGS, which is more likely to attract hard-core users. Regarding the regular survey items such as the visitors' basic characteristics, the results are compared with those of TGS 2003 and TGS 2004 (the two most recent preceding shows). : Executive organization: Computer Entertainment Supplier's Association Planning organization: NIPPON TELENET CORPORATION -3- Ⅰ.Visitors' Characteristics 1.Gender [Q] Your gender and age (Unit: %) Number of samples (persons) TOKYO GAME SHOW 2006/Total 1,087 TOKYO GAME SHOW 2005/Total 1,084 TOKYO GAME SHOW 2004/Total 1,107 0 20 40 60 80 100 78.7 21.3 80.4 19.6 76.2 23.8 Male Female 2.Age [Q] Your gender and age (Unit: %) Number of samples (persons) TOKYO GAME SHOW 2006/Total 1.2 1,087 0 20 4.9 40 80 16.3 30.5 12.6 9.4 60 100 1.4 17.8 Gender 855 Female 232 24.3 6.1 1.5 1.3 Male Average (yrs. old) 5.4 0.9 15.8 31.3 12.2 10.3 16.8 0.9 3.0 6.0 TOKYO GAME SHOW 2005/Total 1,084 4.2 7.9 TOKYO GAME SHOW 2004/Total 1,107 9.9 23.9 5.4 14.1 10.7 29.8 13.9 19.6 24.6 8.6 21.1 18.1 27.2 14.2 16.4 18.7 16.6 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 5.6 7.9 25.6 24.2 23.6 Note) "3-9" and "50 or older" have been added from TGS 2006 survey. ・Female visitors increased compared to the last time, and amounted to more than 20% of the total visitors. (21.3%) ・Visitors aged "3-9" and "50 or older" were included in the survey this year. Highest number of visitors belonged to the "19-24" category (30.5%). -4- 3.Residential area [Q] Your area of residence (Unit: %) Number of samples (persons) 0 20 TOKYO GAME SHOW 2006/Total 1,087 24.8 TOKYO GAME SHOW 2005/Total 1,084 25.9 TOKYO GAME SHOW 2004/Total 40 6.3 60 13.8 80 13.2 20.0 11.7 23.2 100 4.6 17.2 3.6 6.5 13.1 16.1 3.1 1,107 21.7 7.5 12.4 12.1 29.6 13.6 Within Tokyo's 23 wards Tokyo Area (outside of its 23 wards) Kanagawa Saitama Chiba Ibaraki - Other prefectures 4.Occupation [Q] Your occupation (Unit: %) Number of samples (persons) Frequency of playing household videogames TOKYO GAME SHOW 2006/Total Heavy user 0 0.2 20 5.0 1,087 8.7 289 13.4 10.7 7.1 80 9.9 40.3 12.3 12.8 29.5 3.5 10.9 8.3 4.4 2.1 2.1 3.2 470 325 100 2.3 1.6 10.4 0.3 Light user 6.5 60 0.3 0.0 Middle user 10.1 40 11.1 6.7 41.8 15.2 9.5 0.7 4.9 8.0 5.6 11.5 12.5 6.5 51.7 9.4 3.5 4.5 3.0 TOKYO GAME SHOW 2005/Total 1,084 TOKYO GAME SHOW 2004/Total 1,107 7.1 9.1 10.4 11.8 13.1 5.2 38.1 12.5 9.9 36.1 3.2 6.5 5.8 Pre-school children Elementary school student Junior high school student Senior high school student Junior college or vocational school student/awaiting entry to school Company employee/Public employee/Self-employed College/Graduate school student Housewife/Househusband Unemployed/Others 9.0 Part timer Note 1) Category of "Pre-school children" was added and "Office worker" was replaced by "Company employee/Public employee/Self-employed" from TGS survey 2006. "Part timer" was added to the occupation category from the TGS 2005 survey. Note 2) CESA regards visitors to Tokyo Game Show as "game users", who are classified into three groups depending on how often they play videogames and are defined as follows. The same definition has been applied to the past visitors surveys. 【User classification by frequency of game playing】 ■Heavy user ■Middle user ■Light user :plays games almost everyday :plays games 2-5 days a week :plays games one day a week or less ・Highest number of visitors were from "within the Tokyo's 23 wards" as it was last year. Visitors from "Chiba" decreased, a tendency continuing from three years ago. Visitors from "other prefectures" increased. ・More than 40% of the total visitors were "Company employee/Public employee/Self-employed". As for "light users", more than half belonged to this occupational category. -5- 5.Hobbies and interests 《Multiple answers》 [Q] Your hobbies and interests other than games TOKYO GAME SHOW 2006/Total (n=1,087 persons) TOKYO GAME SHOW 2005/Total (n=1,084 persons) TOKYO GAME SHOW 2004/Total (n=1,107 persons) (Unit: %) 0 20 40 60 62.8 64.0 57.5 Comics/ Animations 53.4 56.5 51.7 PC/Internet 46.0 45.8 48.3 Movie/Theater/ Drama (Unit: %) 80 0 20 Study/ Languages/ Licenses 9.6 10.9 11.7 Photos/Arts 9.0 11.0 10.3 Combative sports 8.9 11.7 9.0 Music 37.2 37.7 34.5 Igo/Shogi/ Mahjong 7.9 7.5 7.8 Reading 33.9 34.9 36.2 Love/ Social meeting 7.6 8.5 7.2 Pachinko/ Pachi-slot 7.5 8.6 7.0 23.0 23.8 23.4 Vaudevilles Traveling 22.4 16.6 20.2 TV idols 6.5 5.7 4.8 Karaoke 18.8 18.1 16.7 Fishing/ Outdoor activity(*) 6.3 5.9 5.2 5.0 5.6 5.7 Baseball 13.9 13.4 14.8 Horse race/ Cycle race/ Motorboat race Cars/Motorbikes /Driving 13.4 16.2 13.1 Golf 3.3 2.6 3.3 3.8 8.0 6.8 Soccer 13.3 11.3 12.8 Others Cooking/ Restaurants/ Liquors 11.9 10.2 10.1 Invalid/ No answers Fashion/ Interior design 40 60 80 0.6 0.3 0.6 9.9 7.8 7.6 * The former category "Fishing" was replaced by "Fishing/outdoor activity" from the TGS 2005 survey. ・Respondents were most interested in "Comics/Animations" and "PC/Internet"; a continuing tendency from the last survey. The ratio increases along with the rise in the frequency of playing household videogames. -6- (Unit: %) Frequency of playing household videogames Female 3~9 13 232 2 Comics/ Animations 62.8 61.1 90.9 60.9 65.9 68.3 71.3 60.7 50.7 19.6 0.0 PC/Internet 53.4 54.3 45.5 21.7 53.4 61.5 61.9 60.7 45.1 41.3 Movie/Theater/ Drama 46.0 43.7 18.2 26.1 46.6 44.2 43.7 51.9 45.8 Music 37.2 35.9 9.1 28.3 19.3 37.5 44.8 43.0 Reading 33.9 31.5 0.0 21.7 38.6 41.3 35.8 Vaudevilles 23.0 24.1 27.3 19.6 20.5 29.8 Traveling 22.4 20.8 9.1 17.4 9.1 Karaoke 18.8 17.9 0.0 0.0 Baseball 13.9 16.6 0.0 Cars/Motorbikes /Driving 13.4 16.0 Soccer 13.3 Cooking/ Restaurants/ Liquors Light user 50 or older 46 Middle user 40~49 144 Heavy user 30~39 135 50 or older 25~29 268 40~49 19~24 104 30~39 16~18 88 25~29 13~15 46 19~24 10~12 11 16~18 3~9 855 13~15 Male 1,087 10~12 TOKYO GAME SHOW 2006/Total Gender and Age 7 14 33 63 42 49 20 2 366 433 288 69.4 100.0 85.7 78.6 81.8 76.2 64.3 67.3 35.0 0.0 68.9 65.4 51.4 46.2 50.4 50.0 28.6 57.1 45.5 61.9 47.6 44.9 50.0 0.0 56.3 53.6 49.7 32.6 38.5 54.3 0.0 14.3 57.1 42.4 58.7 64.3 53.1 60.0 50.0 41.3 50.6 45.1 29.9 26.1 30.8 41.8 0.0 14.3 64.3 51.5 52.4 35.7 36.7 20.0 0.0 35.2 40.2 35.1 32.6 18.1 30.4 15.4 42.7 0.0 14.3 35.7 54.5 39.7 35.7 49.0 55.0 0.0 32.5 35.6 33.0 26.5 26.7 24.3 4.3 7.7 19.0 0.0 28.6 28.6 12.1 14.3 21.4 20.4 25.0 50.0 21.9 25.4 20.8 12.5 21.3 31.1 20.8 28.3 46.2 28.0 0.0 14.3 7.1 6.1 30.2 42.9 30.6 45.0 0.0 18.6 21.9 27.8 4.5 21.2 25.7 22.2 18.8 0.0 7.7 22.0 0.0 14.3 35.7 27.3 28.6 21.4 14.3 10.0 0.0 15.3 21.2 19.4 30.4 15.9 14.4 15.3 20.0 13.9 15.2 30.8 3.9 0.0 0.0 7.1 3.0 0.0 7.1 6.1 0.0 50.0 13.1 14.8 13.5 9.1 4.3 2.3 14.4 14.9 25.9 17.4 32.6 15.4 3.9 0.0 0.0 0.0 3.0 3.2 2.4 8.2 5.0 0.0 13.1 14.1 12.8 14.9 27.3 13.0 3.4 22.1 13.4 22.2 13.2 13.0 7.7 7.8 0.0 0.0 0.0 3.0 6.3 9.5 10.2 15.0 50.0 13.9 13.6 12.2 11.9 10.9 0.0 0.0 3.4 9.6 11.6 15.6 15.3 10.9 7.7 15.5 0.0 0.0 0.0 3.0 14.3 16.7 22.4 40.0 0.0 11.2 12.9 11.1 Fashion/ Interior design 9.9 6.9 0.0 0.0 2.3 9.6 8.6 11.9 5.6 0.0 0.0 21.1 0.0 14.3 14.3 21.2 28.6 31.0 14.3 5.0 0.0 8.5 11.5 9.4 Study/ Languages/ Licenses 9.6 9.4 0.0 4.3 4.5 6.7 10.8 17.0 10.4 0.0 0.0 10.3 0.0 14.3 21.4 3.0 14.3 14.3 8.2 0.0 0.0 6.6 11.8 10.1 Photos/Arts 9.0 7.7 0.0 2.2 4.5 3.8 10.1 12.6 7.6 4.3 0.0 13.8 0.0 0.0 21.4 15.2 23.8 7.1 8.2 10.0 0.0 7.1 9.7 10.4 Combative sports 8.9 10.3 9.1 4.3 5.7 6.7 12.3 16.3 10.4 4.3 7.7 3.9 0.0 0.0 7.1 6.1 0.0 4.8 6.1 5.0 0.0 9.0 11.1 5.6 Igo/Shogi/ Mahjong 7.9 9.4 9.1 6.5 8.0 10.6 11.9 8.9 6.3 8.7 7.7 2.6 0.0 0.0 0.0 3.0 3.2 0.0 2.0 10.0 0.0 8.7 6.5 9.0 Love/ Social meeting 7.6 8.5 0.0 2.2 4.5 11.5 8.2 13.3 11.1 0.0 0.0 4.3 0.0 14.3 7.1 6.1 1.6 7.1 4.1 0.0 0.0 7.1 7.6 8.3 Pachinko/ Pachi-slot 7.5 8.3 0.0 0.0 2.3 5.8 9.0 14.1 9.7 10.9 7.7 4.3 0.0 0.0 0.0 0.0 4.8 4.8 4.1 15.0 0.0 9.8 7.4 4.5 TV idols 6.5 6.9 0.0 4.3 2.3 7.7 5.2 9.6 13.2 2.2 0.0 5.2 0.0 14.3 7.1 3.0 0.0 9.5 8.2 5.0 0.0 5.5 8.1 5.6 Fishing/ Outdoor activity 6.3 7.5 0.0 2.2 8.0 6.7 8.2 8.1 6.3 10.9 15.4 2.2 0.0 0.0 0.0 3.0 0.0 0.0 4.1 10.0 0.0 6.3 6.0 6.9 Horse race/ Cycle race/ Motorboat race 5.0 6.1 0.0 0.0 2.3 3.8 5.2 8.1 10.4 10.9 7.7 0.9 0.0 0.0 0.0 0.0 0.0 2.4 2.0 0.0 0.0 3.6 5.3 6.3 Golf 3.3 4.0 0.0 2.2 1.1 4.8 6.7 3.0 2.1 2.2 7.7 0.9 0.0 0.0 0.0 3.0 1.6 0.0 0.0 0.0 0.0 3.8 2.1 4.5 Others 3.8 4.2 9.1 4.3 3.4 2.9 5.6 1.5 5.6 2.2 7.7 2.2 0.0 0.0 14.3 0.0 0.0 2.4 2.0 5.0 0.0 2.5 4.6 4.2 Invalid/ No answers 0.6 0.7 0.0 2.2 1.1 0.0 0.4 0.7 0.7 0.0 7.7 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.8 0.5 0.3 Number of samples (persons) -7- Ⅱ.Household Videogames 1.Hardware ownership 《Multiple answers》 [Q] What game machines do you have? (Excluding PCs and mobile phones.) TOKYO GAME SHOW 2006/Total (n=1,087 persons) TOKYO GAME SHOW 2005/Total (n=1,084 persons) TOKYO GAME SHOW 2004/Total (n=1,107 persons) 0 20 40 60 100 57.1 60.1 62.9 Game Boy Advance (incl. SP) 54.3 26.8 ― 50.4 54.2 56.8 Super Famicom 47.5 PlayStation (incl. PSone & COMBO) 54.2 55.7 44.7 48.7 Game Boy (Color included) "PSP" PlayStation Portable 80 86.9 86.1 82.4 PlayStation 2 Nintendo DS (incl. Lite) (Unit: %) 53.9 37.8 22.9 ― 37.4 36.5 39.9 Nintendo 64 37.4 38.2 37.7 Nintendo GameCube 23.2 Dreamcast 29.2 26.4 8.8 11.0 10.5 Xbox 7.0 4.6 Game Boy Micro ― 6.7 Xbox360 ― ― 10.4 9.6 9.8 Others Invalid/No answers 1.0 0.2 0.5 ・Those who own "PlayStation 2" are increasing year by year and remain to be the most owned hardware (86.9%). ・Those who own Nintendo DS (incl. Lite) increased more than double (54.3%) and came close to "Game Boy Advance (incl. SP )"(57.1%). ・More males own installed types and more females own portable types except for "PSP" which was owned more by males than females. -8- (Unit: %) Frequency of playing household videogames 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 PlayStation 2 86.9 87.5 63.6 82.6 86.4 86.5 91.4 91.1 87.5 76.1 61.5 84.9 50.0 57.1 71.4 90.9 87.3 83.3 89.8 Game Boy Advance (incl. SP) 57.1 56.4 63.6 91.3 84.1 76.0 53.7 38.5 36.8 54.3 46.2 59.9 50.0 85.7 100.0 60.6 50.8 52.4 Nintendo DS (incl. Lite) 54.3 53.2 63.6 84.8 70.5 54.8 48.1 45.9 45.8 54.3 61.5 58.2 50.0 71.4 71.4 63.6 54.0 Super Famicom 50.4 50.9 36.4 47.8 51.1 65.4 52.2 49.6 43.1 45.7 46.2 48.7 0.0 42.9 57.1 42.4 PlayStation (incl. PSone & COMBO) 47.5 47.3 27.3 45.7 52.3 58.7 48.9 40.7 43.1 39.1 53.8 48.3 0.0 28.6 64.3 Game Boy (incl. Color) 44.7 44.2 9.1 56.5 72.7 66.3 48.5 24.4 28.5 19.6 38.5 46.6 0.0 28.6 "PSP" PlayStation Portable 37.8 39.9 27.3 37.0 62.5 45.2 38.8 28.9 36.8 41.3 30.8 30.2 0.0 Nintendo 64 37.4 37.9 9.1 52.2 69.3 57.7 34.3 22.2 22.2 37.0 53.8 35.8 Nintendo GameCube 37.4 37.9 27.3 58.7 61.4 48.1 32.8 25.2 29.2 41.3 53.8 Dreamcast 23.2 25.3 0.0 4.3 11.4 9.6 26.9 44.4 36.1 17.4 Xbox 8.8 10.2 0.0 0.0 8.0 4.8 8.6 14.1 20.1 GameBoy Micro 7.0 7.3 9.1 6.5 10.2 6.7 7.1 4.4 Xbox360 6.7 8.1 0.0 2.2 5.7 4.8 7.5 Others 10.4 10.6 0.0 2.2 2.3 8.7 Invalid/ No answers 1.0 0.8 0.0 0.0 0.0 0.0 Light user 10~12 11 Middle user 3~9 855 Heavy user Male 1,087 Number of samples (persons) 50 or older TOKYO GAME SHOW 2006/Total Gender and Age 2 366 433 288 80.0 100.0 89.3 91.0 77.8 61.2 70.0 67.5 54.3 48.3 54.8 53.1 65.0 100.0 65.3 53.1 42.0 52.4 42.9 57.1 40.0 50.0 54.4 51.3 44.1 48.5 57.1 42.9 44.9 35.0 100.0 51.4 48.5 41.0 92.9 69.7 49.2 35.7 26.5 50.0 50.0 49.5 48.3 33.3 28.6 50.0 21.2 31.7 23.8 32.7 40.0 0.0 48.1 34.9 29.2 50.0 14.3 50.0 54.5 36.5 19.0 28.6 55.0 0.0 46.7 35.8 28.1 35.3 50.0 28.6 85.7 51.5 31.7 21.4 22.4 50.0 0.0 45.9 39.0 24.0 15.4 15.5 50.0 14.3 21.4 3.0 12.7 11.9 28.6 15.0 0.0 28.1 22.4 18.1 2.2 23.1 3.9 50.0 14.3 7.1 0.0 1.6 7.1 2.0 5.0 0.0 11.5 7.4 7.6 10.4 4.3 0.0 6.0 0.0 14.3 7.1 0.0 4.8 4.8 10.2 10.0 0.0 9.8 7.6 2.4 12.6 13.9 2.2 0.0 1.7 50.0 0.0 0.0 6.1 0.0 2.4 0.0 0.0 0.0 10.9 5.1 3.8 13.4 14.8 13.2 4.3 15.4 9.5 0.0 0.0 14.3 6.1 9.5 4.8 20.4 0.0 0.0 11.5 10.9 8.3 1.1 0.7 0.7 2.2 7.7 1.7 0.0 0.0 0.0 0.0 3.2 0.0 4.1 0.0 0.0 0.5 0.5 2.4 -9- 0.0 2.Hardware the respondents wish to purchase 《Multiple answers》 [Q] What game machines do you want to buy? (Excluding PCs and mobile phones.) TOKYO GAME SHOW 2006/Total (n=1,087 persons) TOKYO GAME SHOW 2005/Total (n=1,084 persons) TOKYO GAME SHOW 2004/Total (n=1,107 persons) 0 PlayStation 3 【unreleased】 Wii(*) 【unreleased】 20 40 (Unit: %) 60 80 100 64.4 71.8 ― 48.9 20.9 ― 19.1 Nintendo DS (incl. Lite) 13.7 33.9 19.0 "PSP" PlayStation Portable 35.7 54.1 13.6 Xbox360 PlayStation 2 Nintendo GameCube 23.0 ― 3.4 5.7 8.9 2.9 3.1 12.5 2.1 9.7 GameBoy Micro ― Game Boy Advance (SP included) Others 1.7 2.6 8.1 0.4 0.4 1.8 ― Invalid/No answers 4.6 1.6 5.5 *"Revolution (tentative)" was replaced by "Wii" from TGS 2006 survey following the formal announcement of the product name. ・"PlayStation 3" was the most popular hardware (64.4%) though the percentage dropped somewhat compared to the previous survey. ・Respondents interested in purchasing "Wii" more than doubled from 20.9% to 48.9%. ・Those interested in purchasing "Nintendo DS (Lite included)" had decreased in the previous survey, but increased this time. It is especially popular among female and light users. - 10 - (Unit: %) Frequency of playing household videogames TOKYO GAME SHOW 2006/Total Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Heavy user Middle user Light user Gender and Age 1,087 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 366 433 288 PlayStation 3 【unreleased】 64.4 68.4 36.4 63.0 68.2 76.0 69.8 71.1 62.5 65.2 76.9 49.6 50.0 14.3 64.3 54.5 41.3 50.0 53.1 60.0 50.0 67.8 67.0 56.3 Wii(*) 【unreleased】 48.9 52.2 36.4 45.7 54.5 56.7 54.9 57.0 45.8 47.8 15.4 37.1 0.0 14.3 28.6 45.5 41.3 35.7 40.8 25.0 0.0 55.7 51.5 36.5 Nintendo DS (incl. Lite) 19.1 17.7 45.5 6.5 14.8 21.2 20.1 17.8 17.4 8.7 7.7 24.6 0.0 42.9 28.6 15.2 25.4 23.8 28.6 25.0 0.0 16.1 20.3 21.2 "PSP" Playstation Portable 19.0 16.7 9.1 21.7 11.4 17.3 20.1 17.0 13.9 13.0 7.7 27.6 0.0 14.3 35.7 33.3 27.0 28.6 26.5 20.0 50.0 16.9 21.7 17.7 Xbox360 13.6 14.6 0.0 2.2 11.4 13.5 14.6 17.0 20.1 15.2 15.4 9.9 0.0 0.0 14.3 3.0 14.3 11.9 8.2 10.0 0.0 13.1 13.9 13.9 PlayStation 2 3.4 3.0 18.2 4.3 3.4 2.9 3.0 0.7 4.2 2.2 0.0 4.7 0.0 0.0 7.1 3.0 4.8 4.8 4.1 10.0 0.0 3.6 2.3 4.9 Nintendo GameCube 2.9 2.6 27.3 6.5 5.7 2.9 1.1 3.0 0.7 0.0 0.0 3.9 0.0 0.0 14.3 0.0 1.6 7.1 6.1 0.0 0.0 3.3 2.8 2.4 Game Boy Micro 2.1 1.9 18.2 0.0 2.3 4.8 2.2 0.7 0.0 0.0 0.0 3.0 0.0 28.6 0.0 6.1 1.6 0.0 4.1 0.0 0.0 2.7 2.1 1.4 Game Boy Advance (SP included) 1.7 1.3 9.1 0.0 2.3 0.0 1.5 1.5 1.4 0.0 0.0 3.4 0.0 0.0 0.0 0.0 4.8 7.1 4.1 0.0 0.0 1.1 1.2 3.5 Others 0.4 0.2 0.0 0.0 1.1 0.0 0.0 0.7 0.0 0.0 0.0 0.9 0.0 14.3 0.0 0.0 1.6 0.0 0.0 0.0 0.0 0.3 0.7 0.0 Invalid/ No answers 4.6 4.1 0.0 6.5 1.1 2.9 3.0 5.9 5.6 6.5 7.7 6.5 50.0 0.0 7.1 6.1 6.3 4.8 10.2 0.0 0.0 2.7 4.4 7.3 Number of samples (persons) - 11 - 3.Preference of color for the body of a household videogame machine (1) Consideration of body color when buying a household videogame machine [Q] When buying a household videogame machine, how important is the body color? Number of samples (persons) TOKYO GAME SHOW 2006/Total (Unit: %) 0 20 40 25.9 1,087 60 80 39.2 100 0.3 27.4 7.2 1.9 TOKYO GAME SHOW 2005/Total 1,084 21.8 37.8 31.5 Very much Somewhat Not really Not at all 7.0 - Invalid/No answers (Unit: %) Very much Somewhat Not really Not at all Invalid/ No answers 1,087 25.9 39.2 27.4 7.2 0.3 Gender and Age Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 25.8 9.1 19.6 27.3 27.9 25.0 26.7 27.1 21.7 46.2 26.3 0.0 14.3 14.3 24.2 30.2 28.6 24.5 25.0 100.0 37.7 45.5 50.0 39.8 40.4 39.2 40.7 29.2 26.1 23.1 44.8 50.0 14.3 42.9 39.4 46.0 54.8 44.9 45.0 0.0 28.1 36.4 23.9 25.0 26.9 27.6 24.4 32.6 37.0 30.8 25.0 0.0 57.1 35.7 27.3 20.6 14.3 30.6 30.0 0.0 8.2 9.1 6.5 8.0 3.8 7.8 8.1 11.1 15.2 0.0 3.4 50.0 14.3 7.1 9.1 1.6 2.4 0.0 0.0 0.0 0.2 0.0 0.0 0.0 1.0 0.4 0.0 0.0 0.0 0.0 0.4 0.0 0.0 0.0 0.0 1.6 0.0 0.0 0.0 0.0 Frequency of playing household videogames Number of samples (persons) Heavy user Middle user Light user 366 433 288 24.6 25.2 28.8 38.3 43.6 33.7 27.0 26.6 29.2 9.8 4.4 8.0 0.3 0.2 0.3 TOKYO GAME SHOW 2006/Total ・The sum of those who regard the body color "very much" and "somewhat" important increased compared to the previous survey and amounted to 65.1% of the total respondents. ・More female users and more middle users of household videogames regarded the body color of a household game machine as important. - 12 - (2)Favorite body color 【All who regarded the color of a household videogame machine as important】 《Multiple answers》 【To all who regarded the body color as "very much" or "somewhat" important.】 [Q] Which color do you prefer for the body of a household videogame machine? (Unit:%) 60 TOKYO GAME SHOW 2006/All who regarded the color of a household game machine as important(n=708 persons) TOKYO GAME SHOW 2005/All who regarded the color of a household game machine as important(n=646 persons) 50.8 47.8 40 30.8 26.9 26.7 20 22.0 20.523.5 18.917.5 18.420.0 9.6 10.2 4.8 5.9 4.7 5.1 4.0 6.0 2.3 4.3 0.6 0.5 Black White Cold color (blue, green, purple, gray, etc.) Silver Warm color (red, yellow, pink, orange, etc.) Metallic (excluding gold and silver) Color used for old-type game machines (e.g. Famicom color) Pattern Self-customize with stickers etc. Gold Others Invalid/No answers 708 50.8 30.8 26.7 20.5 18.9 18.4 9.6 4.8 4.7 4.0 2.3 0.6 Gender and Age Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 543 6 32 59 71 172 91 81 22 9 165 1 2 8 21 48 35 34 14 2 54.0 16.7 34.4 61.0 45.1 61.0 67.0 42.0 45.5 33.3 40.6 0.0 0.0 37.5 42.9 47.9 31.4 38.2 42.9 100.0 30.9 33.3 21.9 28.8 33.8 35.5 35.2 23.5 22.7 11.1 30.3 0.0 50.0 37.5 23.8 39.6 25.7 29.4 21.4 0.0 24.3 33.3 15.6 23.7 28.2 30.8 22.0 19.8 4.5 11.1 34.5 0.0 100.0 62.5 47.6 35.4 37.1 23.5 7.1 50.0 20.6 16.7 37.5 32.2 19.7 11.6 24.2 21.0 22.7 22.2 20.0 0.0 0.0 12.5 23.8 10.4 20.0 23.5 50.0 0.0 14.4 16.7 6.3 10.2 8.5 20.9 16.5 9.9 4.5 33.3 33.9 100.0 0.0 25.0 47.6 37.5 31.4 32.4 21.4 0.0 18.6 33.3 18.8 11.9 19.7 19.2 13.2 24.7 22.7 22.2 17.6 0.0 0.0 12.5 19.0 2.1 22.9 35.3 21.4 0.0 10.3 0.0 18.8 5.1 9.9 12.2 14.3 7.4 0.0 0.0 7.3 0.0 50.0 0.0 9.5 4.2 11.4 8.8 0.0 0.0 4.2 0.0 0.0 1.7 2.8 5.2 9.9 2.5 0.0 0.0 6.7 0.0 0.0 12.5 4.8 12.5 2.9 5.9 0.0 0.0 4.4 16.7 12.5 1.7 4.2 2.3 7.7 4.9 0.0 0.0 5.5 0.0 50.0 12.5 4.8 6.3 2.9 5.9 0.0 0.0 3.5 16.7 12.5 3.4 2.8 2.3 2.2 3.7 4.5 0.0 5.5 0.0 0.0 0.0 0.0 4.2 11.4 2.9 14.3 0.0 1.8 0.0 0.0 1.7 2.8 1.7 0.0 3.7 4.5 0.0 3.6 0.0 0.0 0.0 0.0 6.3 2.9 5.9 0.0 0.0 0.7 0.0 0.0 1.7 2.8 0.0 0.0 1.2 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Frequency of playing household videogames 0 Heavy user Middle user Light user 230 298 180 50.9 54.4 45.0 30.0 30.2 32.8 27.8 25.5 27.2 22.2 19.1 20.6 20.0 18.8 17.8 19.6 19.5 15.0 11.3 9.7 7.2 6.1 5.4 2.2 5.2 5.4 2.8 4.3 4.7 2.2 1.7 3.0 1.7 1.3 0.0 0.6 Number of samples (persons) TOKYO GAME SHOW 2006/ All who regarded the color of a household videogame machine as important (Unit:%) ・"Black" was selected by almost half of the total respondents (50.8%), and it was particularly popular among male and heavy user groups. ・"Silver", "Gold" and "Metallic (excluding gold and silver)" decreased compared to the previous survey. ・Primary colors like "cold (blue, green, purple, gray, etc.)" and "warm (red, yellow, pink, orange, etc.)" colors are popular among female users. - 13 - 4.Favorite game genres 《Multiple answers》 [Q] Please choose the genre of game you like. TOKYO GAME SHOW 2006/Total (n=1,087 persons) TOKYO GAME SHOW 2005/Total (n=1,084 persons) TOKYO GAME SHOW 2004/Total (n=1,107 persons) (Unit: %) 0 20 40 60 47.5 43.8 42.1 Action 32.4 31.5 30.6 Adventure 26.0 26.8 23.6 Shooting 25.7 27.8 26.4 Strategic simulation/ Strategy (*1) 0 80 70.8 70.9 72.0 Role-playing (Unit: %) 20 FPS (First person shooter) 9.3 10.4 6.7 Battle-type network game 8.1 7.3 5.8 Variety/Party game 6.3 5.5 6.9 23.1 23.0 23.0 Gambling-type table game (e.g. Hanafuda, Mahjong and cards) 5.6 5.2 6.2 Fighting competition 22.0 21.6 26.7 Instrumental simulator (e.g Pachinko/Pachi-slot) 4.7 4.6 4.2 Racing 20.1 16.6 17.2 Strategic table game (e.g. Igo, Shogi and chess) 4.5 5.4 4.1 Puzzle/Quiz (*1) 20.1 17.6 18.2 Typing practice 2.9 5.2 4.8 Communication 2.3 3.0 2.6 Information database/ Practical softwares (*2) 2.2 2.5 2.0 Construction (game designing tool) 1.3 2.5 1.9 Others 0.7 0.5 1.3 Invalid/No answers 0.9 0.5 0.6 MMORPG (Massive multiplayer online role playing game) Love simulation Rhythm-action (music/dance) Sound novel (story accompanied by sound) 17.2 14.1 17.6 16.7 16.0 11.7 16.0 17.4 17.0 15.0 14.5 12.1 12.2 10.5 7.9 80 7.5 4.8 2.3 Nurturing simulation Sports 60 9.5 10.2 11.4 Board game (e.g. Sugoroku) Study/Learning/ Training (*2) 40 *1:From the TGS 2005 survey, "Strategic simulation" and "Puzzle" were replaced by "Strategic simulation/Strategy" and "Puzzle/Quiz", respectively. *2:From the TGS 2006 survey, "Study/Learning" and "Information database" were replaced by "Study/Learning/Training" and "Information database/Practical software", respectively. ・"Role playing" was most favored (70.8%). ・Male users prefer "Action", "Strategic simulation/Strategy", "Shooting", "Fighting competition", "Racing" and "MMORPG" while female users play "Nurturing simulation", "Puzzle/Quiz", "Love simulation" and "Rhythm-action" more often. Light users tend to play "Puzzle/Quiz". "Study/Learning/Training" is popular among female users, especially those over 30 years old. ・A correlation between respondents' interests and their favorite game types was revealed: "Combative sports", and "Cars/Motorbikes/Driving" fans preferred "Fighting competition" and "Racing", respectively, and "Horse race/Cycle race/Motorboat race" and "Golf" fans favored "Sports" games. - 14 - (Unit: %) TOKYO GAME SHOW 2006/Total Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Heavy user Middle user Light user Frequency of playing household videogames 1,087 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 366 433 288 Role-playing 70.8 71.8 36.4 63.0 72.7 82.7 78.7 75.6 63.9 43.5 46.2 67.2 0.0 28.6 71.4 78.8 85.7 54.8 63.3 45.0 50.0 73.5 73.7 63.2 Action 47.5 51.2 45.5 60.9 63.6 58.7 60.1 50.4 34.0 15.2 23.1 33.6 0.0 28.6 42.9 36.4 36.5 38.1 26.5 30.0 0.0 51.4 54.7 31.6 Adventure 32.4 33.0 54.5 54.3 45.5 37.5 27.6 35.6 25.7 21.7 23.1 30.2 0.0 28.6 28.6 39.4 31.7 28.6 28.6 25.0 0.0 36.3 33.9 25.0 Shooting 26.0 31.0 18.2 21.7 43.2 31.7 28.7 36.3 27.8 26.1 30.8 7.8 0.0 14.3 7.1 9.1 7.9 7.1 4.1 10.0 50.0 25.7 28.4 22.9 Strategic simulation/ Strategy 25.7 28.8 9.1 19.6 20.5 34.6 31.3 26.7 32.6 30.4 7.7 14.2 0.0 0.0 7.1 24.2 15.9 11.9 16.3 5.0 0.0 25.1 27.9 22.9 Nurturing simulation 23.1 20.7 27.3 15.2 20.5 25.0 20.9 17.8 25.0 10.9 15.4 31.9 50.0 42.9 50.0 45.5 28.6 23.8 28.6 30.0 0.0 24.0 23.6 21.2 Fighting competition 22.0 25.1 18.2 30.4 23.9 24.0 29.1 27.4 23.6 6.5 7.7 10.3 0.0 14.3 21.4 15.2 6.3 11.9 10.2 5.0 0.0 27.3 21.5 16.0 Racing 20.1 23.6 18.2 28.3 22.7 25.0 22.8 25.9 18.8 32.6 23.1 6.9 0.0 14.3 14.3 9.1 7.9 2.4 6.1 5.0 0.0 20.5 21.9 16.7 Puzzle/Quiz 20.1 16.4 18.2 6.5 6.8 13.5 17.5 25.2 16.7 17.4 15.4 33.6 50.0 28.6 21.4 21.2 31.7 35.7 40.8 40.0 100.0 18.6 22.2 18.8 Sports 17.2 20.0 27.3 21.7 13.6 21.2 18.7 24.4 18.8 30.4 0.0 6.9 0.0 0.0 7.1 3.0 6.3 7.1 10.2 5.0 50.0 16.1 16.9 19.1 MMORPG (Massive multiplayer online role-playing game) 16.7 19.6 0.0 2.2 11.4 15.4 26.9 28.9 18.1 6.5 7.7 5.6 0.0 0.0 0.0 12.1 6.3 7.1 2.0 5.0 0.0 19.1 16.9 13.2 Love simulation 16.0 13.7 0.0 0.0 6.8 20.2 19.8 11.9 13.9 2.2 0.0 24.6 0.0 14.3 35.7 27.3 28.6 33.3 10.2 25.0 0.0 16.4 15.5 16.3 Rhythm-action (music/dance) 15.0 13.6 0.0 4.3 11.4 15.4 21.3 12.6 9.0 2.2 0.0 20.3 0.0 14.3 35.7 30.3 22.2 19.0 16.3 5.0 0.0 17.5 15.0 11.8 Sound novel (story accompanied by sound) 12.2 11.9 0.0 2.2 12.5 11.5 11.6 14.1 17.4 6.5 0.0 13.4 0.0 14.3 7.1 12.1 15.9 11.9 18.4 5.0 0.0 13.4 12.0 11.1 Board game (e.g. Sugoroku) 9.5 9.7 0.0 2.2 5.7 8.7 12.7 9.6 11.8 8.7 0.0 8.6 0.0 0.0 14.3 3.0 4.8 7.1 20.4 5.0 0.0 9.8 10.4 7.6 FPS (First person shooter) 9.3 11.2 0.0 2.2 14.8 9.6 14.9 12.6 9.7 2.2 0.0 2.2 0.0 0.0 0.0 6.1 3.2 0.0 0.0 0.0 50.0 10.4 10.6 5.9 Battle-type network game 8.1 9.5 9.1 2.2 9.1 7.7 11.2 14.8 8.3 0.0 7.7 3.0 0.0 0.0 14.3 3.0 1.6 4.8 0.0 5.0 0.0 10.7 7.9 5.2 Study/Learning/ Training 7.5 5.4 9.1 2.2 1.1 4.8 4.5 8.1 6.3 10.9 7.7 15.1 0.0 0.0 21.4 9.1 12.7 11.9 20.4 25.0 50.0 4.9 8.3 9.4 Variety/Party game 6.3 6.1 9.1 8.7 1.1 6.7 7.5 6.7 6.9 0.0 0.0 6.9 0.0 14.3 7.1 9.1 6.3 2.4 8.2 10.0 0.0 5.2 9.0 3.5 5.6 6.2 0.0 0.0 5.7 2.9 6.0 7.4 10.4 6.5 7.7 3.4 0.0 0.0 0.0 0.0 3.2 7.1 2.0 5.0 50.0 7.1 3.9 6.3 4.7 5.3 0.0 2.2 5.7 1.0 4.5 5.9 4.9 15.2 30.8 2.6 0.0 0.0 0.0 0.0 3.2 4.8 2.0 5.0 0.0 5.7 4.2 4.2 4.5 5.4 0.0 0.0 4.5 5.8 6.0 4.4 5.6 10.9 7.7 1.3 0.0 0.0 0.0 0.0 1.6 4.8 0.0 0.0 0.0 4.9 3.9 4.9 Typing practice 2.9 2.5 9.1 0.0 0.0 1.9 3.7 4.4 1.4 0.0 0.0 4.7 0.0 0.0 0.0 0.0 9.5 2.4 4.1 10.0 0.0 2.5 3.9 2.1 Communication 2.3 1.8 0.0 0.0 1.1 1.0 1.9 2.2 2.8 0.0 7.7 4.3 0.0 0.0 14.3 9.1 6.3 2.4 0.0 0.0 0.0 2.2 2.8 1.7 Info. database/ Practical softwares 2.2 2.2 0.0 2.2 0.0 1.0 2.2 3.7 2.8 2.2 7.7 2.2 0.0 0.0 0.0 0.0 6.3 2.4 0.0 0.0 0.0 3.0 1.8 1.7 Construction (game designing tool) 1.3 1.4 0.0 0.0 1.1 1.0 1.5 3.0 1.4 0.0 0.0 0.9 0.0 14.3 0.0 0.0 0.0 2.4 0.0 0.0 0.0 1.4 1.2 1.4 Others 0.7 0.8 9.1 0.0 0.0 1.9 1.1 0.0 0.7 0.0 0.0 0.4 0.0 0.0 0.0 0.0 1.6 0.0 0.0 0.0 0.0 0.8 0.7 0.7 Invalid/No answers 0.9 1.1 0.0 4.3 0.0 1.9 0.7 0.7 1.4 0.0 0.0 0.4 0.0 14.3 0.0 0.0 0.0 0.0 0.0 0.0 0.0 1.9 0.2 0.7 Number of samples (persons) Gambling-type table game (e.g. Hanafuda, Mahjong and cards) Instrumental simulator (e.g Pachinko/Pachislot) Strategic table game (e.g. Igo, Shogi and chess) Gender and Age - 15 - (Unit: %) 104 98 97 86 83 81 71 69 54 Invalid/No answers 108 Others 129 Golf 145 Fishing/ Outdoor activity Horse race/Cycle race/ Motorboat race 146 TV idols 151 Pachinko/Pachi-slot 204 Love/Social meeting 243 Combative sports Karaoke 250 Igo/Shogi/Mahjong Traveling 368 Photos/Arts Vaudevilles 404 Soccer Reading 500 Cooking/Restaurants/ Liquors Fashion/ Interior design Study/Languages/ Licenses Music 581 Baseball Movie/Theater/Drama 1,087 683 Cars/Motorbikes/ Driving PC/Internet Number of samples (persons) Comics/Animations TOKYO GAME SHOW 2006/Total Hobbies and interests 36 41 6 Role-playing 70.8 79.8 79.3 75.2 79.2 82.3 77.6 66.3 82.8 74.8 71.9 74.5 80.6 80.6 77.9 76.5 75.3 82.6 80.7 72.8 71.8 76.8 61.1 75.0 73.2 50.0 Action 47.5 55.5 53.0 56.0 55.7 51.9 58.0 44.9 54.4 51.0 54.1 55.9 52.7 54.6 55.8 59.2 67.0 53.5 44.6 48.1 46.5 52.2 51.9 58.3 51.2 83.3 Adventure 32.4 40.6 34.3 36.6 39.1 41.3 36.0 31.3 39.7 27.8 31.5 37.2 37.2 30.6 38.5 37.8 33.0 40.7 33.7 23.5 31.0 42.0 18.5 38.9 43.9 50.0 Shooting 26.0 27.8 30.6 30.6 28.0 31.5 34.4 26.7 30.4 29.1 44.5 28.3 34.1 28.7 33.7 42.9 43.3 34.9 43.4 28.4 38.0 56.5 22.2 27.8 24.4 50.0 Strategic simulation/ Strategy 25.7 29.9 29.4 25.6 28.0 32.1 28.8 26.7 29.4 29.8 27.4 32.4 40.3 25.9 32.7 26.5 39.2 44.2 32.5 24.7 26.8 39.1 38.9 41.7 34.1 33.3 Nurturing simulation 23.1 26.9 24.4 25.4 27.0 28.3 27.6 25.5 33.3 29.8 25.3 27.6 37.2 28.7 33.7 30.6 39.2 33.7 36.1 32.1 38.0 27.5 37.0 22.2 24.4 16.7 Fighting competition 22.0 26.2 25.0 23.0 26.5 26.6 29.6 23.0 31.4 24.5 33.6 23.4 34.1 28.7 28.8 34.7 47.4 30.2 31.3 29.6 28.2 37.7 35.2 38.9 26.8 33.3 Racing 20.1 20.9 23.9 22.4 23.0 20.1 25.2 24.3 22.5 26.5 53.4 28.3 25.6 18.5 26.9 27.6 28.9 22.1 28.9 23.5 22.5 29.0 27.8 27.8 17.1 0.0 Puzzle/Quiz 20.1 22.1 23.8 22.2 26.2 26.1 30.0 28.0 30.4 19.2 26.0 28.3 38.0 30.6 29.8 28.6 28.9 30.2 26.5 23.5 29.6 15.9 22.2 27.8 14.6 0.0 Sports 17.2 14.1 16.4 18.2 19.8 14.9 25.2 23.0 23.5 44.4 28.1 48.3 24.8 22.2 30.8 18.4 33.0 24.4 32.5 27.2 29.6 30.4 42.6 47.2 14.6 0.0 MMORPG (Massive multiplayer online role-playing game) 16.7 18.3 24.3 17.2 20.0 17.9 18.0 18.5 23.0 16.6 24.0 15.2 20.2 19.4 23.1 19.4 12.4 22.1 20.5 18.5 21.1 29.0 16.7 22.2 9.8 33.3 Love simulation 16.0 22.1 18.8 16.0 21.5 23.4 18.4 18.9 31.9 17.2 15.8 17.2 23.3 21.3 26.0 22.4 22.7 19.8 34.9 24.7 35.2 14.5 25.9 27.8 24.4 0.0 Rhythm-action (music/dance) 15.0 18.4 20.3 16.8 24.3 19.3 21.2 17.3 34.3 15.2 22.6 15.2 24.8 25.0 21.2 28.6 16.5 18.6 24.1 17.3 18.3 21.7 13.0 19.4 12.2 0.0 Sound novel (story accompanied by sound) 12.2 15.7 15.8 13.4 15.8 17.9 13.2 15.6 21.1 11.9 17.8 13.1 21.7 13.9 15.4 20.4 16.5 16.3 15.7 19.8 19.7 15.9 16.7 13.9 9.8 0.0 Board game (e.g. Sugoroku) 9.5 10.7 11.5 12.2 12.6 12.8 15.2 17.7 16.2 11.3 15.8 19.3 18.6 13.0 19.2 21.4 19.6 17.4 16.9 17.3 14.1 14.5 24.1 22.2 7.3 0.0 FPS (First person shooter) 9.3 11.0 13.4 12.0 11.6 12.8 10.8 10.3 14.7 7.3 22.6 9.7 15.5 12.0 15.4 15.3 15.5 14.0 13.3 11.1 16.9 23.2 7.4 8.3 9.8 33.3 Battle-type network game 8.1 8.9 12.4 10.0 10.4 9.5 8.4 13.2 14.2 6.0 12.3 7.6 15.5 11.1 15.4 16.3 11.3 14.0 18.1 8.6 8.5 17.4 7.4 11.1 4.9 0.0 Study/Learning/ Training 7.5 7.3 8.4 10.0 8.7 11.1 8.8 13.2 12.3 7.3 13.0 13.1 14.7 14.8 18.3 15.3 10.3 14.0 10.8 6.2 7.0 13.0 13.0 8.3 7.3 0.0 Variety/Party game 6.3 7.0 7.1 8.2 7.7 7.9 11.2 11.5 12.7 8.6 10.3 9.0 15.5 11.1 15.4 13.3 11.3 9.3 22.9 14.8 9.9 7.2 14.8 8.3 2.4 0.0 5.6 6.0 5.9 5.4 5.0 5.7 9.2 8.6 10.3 11.3 7.5 6.9 10.9 4.6 7.7 9.2 8.2 23.3 8.4 24.7 8.5 4.3 24.1 11.1 7.3 0.0 4.7 4.1 4.5 4.8 4.7 5.4 4.8 7.4 4.9 5.3 6.2 7.6 10.1 6.5 3.8 6.1 9.3 11.6 8.4 28.4 9.9 10.1 11.1 11.1 2.4 0.0 4.5 4.7 6.0 4.6 6.2 7.3 5.2 7.8 6.9 7.3 6.8 9.0 7.0 7.4 9.6 8.2 11.3 24.4 9.6 4.9 7.0 7.2 18.5 11.1 4.9 16.7 Typing practice 2.9 2.8 3.6 3.4 3.2 3.8 3.2 5.8 6.4 3.3 6.8 4.8 7.0 5.6 7.7 9.2 3.1 8.1 7.2 4.9 4.2 8.7 3.7 5.6 7.3 0.0 Communication 2.3 2.3 3.4 3.6 3.5 3.3 2.8 3.7 6.9 3.3 5.5 2.1 7.8 6.5 9.6 8.2 6.2 4.7 12.0 2.5 4.2 4.3 5.6 5.6 7.3 0.0 Info. database/ Practical softwares 2.2 2.5 3.4 3.2 4.2 3.5 3.6 5.3 6.4 4.0 6.2 3.4 7.0 8.3 4.8 7.1 5.2 5.8 7.2 6.2 7.0 5.8 9.3 2.8 2.4 0.0 Construction (game designing tool) 1.3 1.8 1.9 1.4 1.7 1.6 2.4 2.9 3.4 2.6 4.1 2.1 4.7 4.6 4.8 3.1 3.1 4.7 9.6 3.7 2.8 2.9 3.7 2.8 4.9 0.0 Others 0.7 0.4 0.9 0.2 0.2 0.3 0.8 0.4 1.5 0.0 0.7 0.0 1.6 0.0 0.0 0.0 0.0 1.2 1.2 0.0 1.4 0.0 0.0 0.0 2.4 0.0 Invalid/No answers 0.9 0.7 0.3 0.8 0.7 0.8 0.0 2.1 0.0 1.3 1.4 2.8 0.0 0.9 1.0 1.0 2.1 0.0 1.2 0.0 1.4 0.0 0.0 0.0 0.0 0.0 Gambling-type table game (e.g. Hanafuda, Mahjong and cards) Instrumental simulator (e.g Pachinko/Pachislot) Strategic table game (e.g. Igo, Shogi and chess) - 16 - 5.Favorite game types 《Multiple answers》 [Q] Please choose the type of game you like. TOKYO GAME SHOW 2006/Total (n=1,087 persons) TOKYO GAME SHOW 2005/Total (n=1,084 persons) TOKYO GAME SHOW 2004/Total (n=1,107 persons) (Unit: %) 0 20 40 60 SF 0 80 66.1 62.6 55.6 Adventure/Fantasy (Unit: %) Re-releases 20 36.7 39.7 Adult 9.6 8.7 10.4 35.1 35.1 Drama 9.2 10.7 9.7 16.4 34.2 36.7 34.0 Feudal/Historical Hobby 8.7 8.1 7.2 8.1 7.1 8.9 Nurturing 20.1 21.4 18.2 Love game (Main character: female) Character 18.3 20.7 24.6 Communication 7.4 9.9 9.9 16.1 17.3 18.5 Serious Horror 15.7 15.8 17.3 Boys' love 4.6 4.1 4.2 Omnibus (collection of games) 3.0 3.3 3.4 Gag (including silly ones) Violence 13.1 15.3 13.3 12.4 12.4 5.9 10.6 10.8 8.7 80 7.4 7.3 4.7 Riddle solving Love game (Main character: male) 60 10.3 9.4 6.8 19.9 Series 40 Others 0.5 0.9 0.6 Invalid/No answers 2.8 1.7 3.7 Note) From the TGS 2005 research, the former category "Joke/Humor (including silly ones)" was changed to "Gag (including silly ones)" and expressions of some options were modified. ・"Adventure/fantasy" was selected the most. It has been steadily increasing every year. ・Male users preferred "SF", "Feudal/historical", "Horror" and "Violence" more than female users while a reversed tendency was seen with "Love game (Main character: female)" and "Boys' love", "Character"and "Nursing" are especilly popular among young females. The popularity of "series" games among heavy users is considerably high. ・A correlation between respondents' interests and their favorite game types was revealed: Those interested in "Study/languages/licenses" and "Reading" tended to prefer "Adventure/fantasy". - 17 - (Unit: %) TOKYO GAME SHOW 2006/Total Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Heavy user Middle user Light user Frequency of playing household videogames 1,087 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 366 433 288 Adventure/ Fantasy 66.1 66.1 54.5 65.2 63.6 70.2 73.1 71.9 58.3 37.0 46.2 66.4 0.0 42.9 64.3 63.6 77.8 64.3 65.3 65.0 0.0 68.3 71.4 55.6 SF 36.7 39.6 9.1 10.9 40.9 42.3 42.5 43.7 42.4 34.8 23.1 25.9 0.0 28.6 14.3 27.3 33.3 16.7 24.5 35.0 0.0 37.2 39.7 31.6 Series 35.1 36.3 18.2 34.8 39.8 45.2 41.0 34.8 30.6 17.4 7.7 31.0 0.0 0.0 50.0 33.3 31.7 28.6 34.7 25.0 0.0 40.2 38.1 24.3 Feudal/ Historical 34.2 37.0 18.2 28.3 28.4 37.5 39.2 36.3 41.0 45.7 23.1 24.1 0.0 0.0 14.3 24.2 31.7 31.0 16.3 25.0 0.0 33.3 36.0 32.6 Nurturing 20.1 18.8 27.3 19.6 17.0 18.3 20.1 20.0 17.4 15.2 15.4 24.6 0.0 42.9 35.7 27.3 25.4 23.8 24.5 10.0 0.0 21.6 21.5 16.0 Character 18.3 17.7 54.5 15.2 13.6 19.2 17.9 17.0 21.5 6.5 7.7 20.7 50.0 28.6 42.9 27.3 19.0 14.3 16.3 20.0 0.0 19.7 18.9 15.6 Riddle solving 16.1 14.5 0.0 10.9 5.7 9.6 16.0 21.5 17.4 13.0 7.7 22.0 0.0 28.6 7.1 12.1 20.6 23.8 34.7 15.0 50.0 16.9 16.4 14.6 Horror 15.7 17.0 0.0 15.2 20.5 17.3 14.6 20.7 20.8 10.9 0.0 11.2 0.0 0.0 0.0 3.0 14.3 9.5 18.4 15.0 0.0 17.5 17.3 11.1 13.1 13.7 9.1 2.2 8.0 16.3 19.4 14.1 13.9 0.0 0.0 10.8 0.0 0.0 7.1 15.2 14.3 11.9 6.1 10.0 0.0 13.9 13.9 10.8 12.4 12.6 0.0 17.4 5.7 15.4 14.2 16.3 9.7 6.5 15.4 11.6 0.0 0.0 14.3 9.1 17.5 4.8 16.3 5.0 0.0 15.8 12.7 7.6 Violence 10.6 12.4 0.0 2.2 13.6 11.5 14.6 13.3 13.9 8.7 0.0 3.9 0.0 0.0 0.0 0.0 4.8 4.8 6.1 5.0 0.0 11.7 11.3 8.0 Re-releases 10.3 11.8 0.0 6.5 4.5 15.4 14.2 14.1 13.2 4.3 0.0 4.7 0.0 0.0 7.1 3.0 3.2 4.8 8.2 5.0 0.0 12.8 10.4 6.9 Adult 9.6 11.8 0.0 0.0 3.4 11.5 14.2 14.1 16.7 8.7 7.7 1.3 0.0 0.0 0.0 0.0 1.6 0.0 2.0 5.0 0.0 13.4 6.9 8.7 Drama 9.2 8.3 0.0 2.2 3.4 8.7 11.2 9.6 7.6 8.7 0.0 12.5 0.0 14.3 0.0 6.1 14.3 11.9 18.4 15.0 0.0 10.7 9.2 7.3 Hobby 8.7 8.7 0.0 0.0 3.4 5.8 10.4 8.9 13.9 6.5 15.4 9.1 0.0 0.0 14.3 15.2 9.5 2.4 8.2 10.0 50.0 9.0 8.1 9.4 Love game (Main character: female) 8.1 4.2 0.0 0.0 4.5 2.9 4.5 6.7 5.6 0.0 0.0 22.4 0.0 42.9 14.3 33.3 23.8 31.0 8.2 20.0 0.0 6.8 7.9 10.1 Communication 7.4 6.3 0.0 4.3 4.5 10.6 6.0 5.9 6.3 6.5 7.7 11.2 0.0 28.6 14.3 3.0 15.9 14.3 6.1 10.0 0.0 6.8 7.9 7.3 Serious 7.4 7.6 0.0 4.3 4.5 9.6 11.9 9.6 2.8 0.0 0.0 6.5 0.0 0.0 7.1 15.2 7.9 2.4 4.1 5.0 0.0 9.6 6.7 5.6 Boys' love 4.6 2.0 0.0 2.2 1.1 2.9 2.6 1.5 1.4 2.2 0.0 14.2 0.0 0.0 7.1 30.3 12.7 19.0 6.1 15.0 0.0 6.3 2.8 5.2 Omnibus (collection of games) 3.0 3.0 0.0 0.0 1.1 1.9 3.4 5.9 3.5 2.2 0.0 3.0 0.0 0.0 7.1 9.1 1.6 2.4 2.0 0.0 0.0 4.1 3.0 1.7 Others 0.5 0.6 0.0 0.0 2.3 0.0 0.0 0.7 1.4 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.8 0.2 0.3 Invalid/ No answers 2.8 3.2 0.0 10.9 2.3 1.9 2.6 3.0 3.5 2.2 7.7 1.3 50.0 14.3 0.0 0.0 0.0 0.0 2.0 0.0 0.0 3.8 1.6 3.1 Number of samples (persons) Love game (Main character: male) Gag (including silly ones) Gender and Age - 18 - (Unit: %) 104 98 97 86 83 81 71 69 54 Invalid/No answers 108 Golf 129 Others 145 Fishing/ Outdoor activity Horse race/Cycle race/ Motorboat race 146 TV idols 151 Pachinko/Pachi-slot 204 Love/Social meeting 243 Igo/Shogi/Mahjong Karaoke 250 Combative sports Traveling 368 Photos/Arts Vaudevilles 404 Soccer Reading 500 Cooking/Restaurants/ Liquors Fashion/ Interior design Study/Languages/ Licenses Music 581 Baseball Movie/Theater/Drama 1,087 683 Cars/Motorbikes/ Driving PC/Internet Number of samples (persons) Comics/Animations TOKYO GAME SHOW 2006/Total Hobbies and interests 36 41 6 Adventure/ Fantasy 66.1 74.7 74.0 75.4 73.5 78.5 73.2 67.9 77.5 62.9 68.5 71.7 76.7 74.1 79.8 71.4 69.1 68.6 71.1 55.6 64.8 71.0 42.6 66.7 63.4 33.3 SF 36.7 42.8 45.4 45.2 41.6 45.7 39.6 41.2 43.1 34.4 47.9 39.3 51.9 40.7 43.3 49.0 40.2 51.2 43.4 34.6 32.4 50.7 25.9 52.8 29.3 66.7 Series 35.1 42.5 41.5 36.8 41.8 45.1 46.0 33.7 44.1 46.4 39.0 37.2 39.5 34.3 44.2 43.9 40.2 52.3 41.0 43.2 36.6 39.1 37.0 38.9 36.6 Feudal/ Historical 34.2 34.6 33.4 39.4 37.4 37.2 36.0 40.7 38.2 39.1 32.9 44.1 47.3 36.1 51.9 37.8 41.2 46.5 41.0 43.2 26.8 43.5 53.7 44.4 29.3 50.0 Nurturing 20.1 22.1 23.8 22.2 24.0 26.4 24.4 24.7 30.4 27.8 26.0 29.0 31.0 23.1 36.5 27.6 32.0 26.7 37.3 32.1 26.8 21.7 35.2 27.8 14.6 0.0 Character 18.3 23.4 20.3 19.8 25.0 19.3 22.8 15.2 27.5 20.5 17.8 25.5 23.3 21.3 25.0 27.6 22.7 23.3 30.1 28.4 22.5 21.7 16.7 27.8 34.1 0.0 Riddle solving 16.1 17.9 18.6 18.4 18.6 19.0 17.6 21.0 24.5 19.2 21.9 21.4 32.6 20.4 27.9 18.4 19.6 22.1 21.7 25.9 18.3 14.5 22.2 13.9 14.6 0.0 Horror 15.7 16.4 16.4 20.4 15.6 17.1 19.2 19.3 19.1 15.2 21.9 21.4 22.5 22.2 23.1 23.5 23.7 15.1 25.3 29.6 22.5 34.8 22.2 16.7 22.0 0.0 13.1 17.7 16.7 13.0 18.1 17.9 16.8 16.9 28.9 18.5 15.8 17.9 24.8 18.5 23.1 19.4 22.7 23.3 31.3 19.8 23.9 13.0 22.2 22.2 19.5 0.0 12.4 14.9 15.7 11.6 15.8 15.2 18.4 14.8 20.6 14.6 21.9 12.4 22.5 11.1 18.3 16.3 17.5 23.3 18.1 19.8 16.9 13.0 18.5 13.9 19.5 16.7 Violence 10.6 11.1 12.2 14.6 12.1 13.0 12.4 12.8 13.2 18.6 12.8 22.9 18.5 15.5 27.5 13.0 11.1 14.6 Re-releases 10.3 12.7 14.1 12.8 14.9 13.0 17.2 14.4 17.6 10.6 18.5 12.4 18.6 13.0 15.4 10.2 19.6 19.8 20.5 13.6 16.9 11.6 14.8 11.1 17.1 16.7 Adult 9.6 11.7 12.9 22.2 13.9 9.8 0.0 Drama 9.2 11.4 11.4 12.8 11.6 14.4 12.4 14.8 18.1 15.5 13.0 7.4 5.6 9.8 0.0 Hobby 8.7 9.1 12.4 9.2 10.4 11.4 11.6 14.4 19.6 13.9 17.8 13.1 20.9 17.6 18.3 21.4 13.4 16.3 16.9 14.8 15.5 15.9 22.2 16.7 14.6 0.0 Love game (Main character: female) 8.1 11.4 9.8 10.2 9.7 12.5 7.6 10.7 16.7 4.6 9.6 8.2 8.1 10.8 8.6 18.3 5.8 13.0 11.1 4.9 0.0 Communication 7.4 8.9 10.2 8.6 10.4 10.6 8.8 12.3 16.2 7.3 13.0 10.3 18.6 13.9 24.0 16.3 12.4 9.3 24.1 8.6 15.5 10.1 13.0 13.9 12.2 0.0 Serious 7.4 9.2 10.5 9.0 11.4 12.2 7.6 10.3 14.7 6.0 13.0 6.9 11.6 14.8 14.4 12.2 13.4 17.4 16.9 11.1 8.5 10.1 13.0 5.6 7.3 0.0 Boys' love 4.6 6.0 5.3 4.2 5.0 7.1 4.0 4.5 7.8 2.6 2.7 2.8 8.5 7.4 3.8 8.2 3.1 7.0 6.0 3.7 7.0 4.3 3.7 11.1 2.4 0.0 Omnibus (collection of games) 3.0 3.5 4.3 3.4 5.7 4.6 4.4 4.5 8.3 3.3 7.5 4.1 7.0 7.4 5.8 6.1 6.2 7.0 12.0 4.9 7.0 5.8 7.4 5.6 4.9 0.0 Others 0.5 0.6 0.9 0.2 0.2 0.0 0.4 0.4 1.0 0.7 0.7 0.0 0.8 0.0 0.0 0.0 0.0 2.3 1.2 1.2 1.4 0.0 0.0 0.0 0.0 0.0 Invalid/ No answers 2.8 2.2 1.5 1.6 2.7 1.6 0.4 2.9 0.5 5.3 2.7 4.1 2.3 0.9 1.9 2.0 4.1 2.3 0.0 0.0 4.2 1.4 1.9 2.8 2.4 0.0 Love game (Main character: male) Gag (including silly ones) 9.0 7.9 17.1 14.5 15.5 13.9 17.3 9.2 12.4 10.3 10.8 13.2 23.0 14.6 18.5 14.5 16.3 13.0 19.2 11.2 15.5 16.3 27.7 22.2 23.9 21.7 9.9 13.0 12.4 17.8 8.3 - 19 - 9.3 17.3 21.4 12.4 10.9 14.8 13.5 12.2 9.3 16.9 8.6 0.0 0.0 6.Frequency of game playing [Q] How often on average do you play games using a household videogame machine? (Excluding PC and mobile phone games.) (1)Playing frequency Heavy user Number of samples (persons) TOKYO GAME SHOW 2006/Total 1,087 TOKYO GAME SHOW 2005/Total 1,084 TOKYO GAME SHOW 2004/Total 1,107 Number of samples (persons) Gender and Age TOKYO GAME SHOW 2006/Total Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 0 Middle user 20 33.7 26.7 40 60 11.0 28.8 13.1 32.1 30.3 13.3 25.8 Light user 80 100 13.8 12.1 13.3 6.7 8.6 6.0 9.3 6.6 8.9 Almost everyday 4~5 days a week 2~3 days a week 1 day a week 2~3 days a month Less than 1 day a month (Unit: %) Less often than 1 day a month Almost everyday 4~5 days a week 2~3 days a week 1 day a week 2~3 days a month 1,087 33.7 11.0 28.8 13.8 6.7 6.0 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 35.3 54.5 73.9 45.5 39.4 36.2 30.4 22.2 19.6 15.4 27.6 50.0 57.1 28.6 33.3 20.6 23.8 28.6 35.0 0.0 11.6 18.2 6.5 19.3 13.5 11.9 9.6 11.8 2.2 0.0 9.1 0.0 14.3 21.4 9.1 6.3 9.5 10.2 5.0 0.0 28.7 18.2 19.6 19.3 28.8 29.1 33.3 36.1 23.9 7.7 29.3 0.0 14.3 42.9 24.2 41.3 28.6 22.4 20.0 0.0 13.8 9.1 0.0 5.7 12.5 14.6 14.1 14.6 34.8 30.8 13.8 50.0 14.3 0.0 6.1 11.1 21.4 20.4 10.0 0.0 5.6 0.0 0.0 5.7 1.9 5.6 7.4 6.9 10.9 7.7 10.8 0.0 0.0 7.1 9.1 11.1 9.5 10.2 20.0 50.0 5.0 0.0 0.0 4.5 3.8 2.6 5.2 8.3 8.7 38.5 9.5 0.0 0.0 0.0 18.2 9.5 7.1 8.2 10.0 50.0 ・"Heavy users" who play "almost everyday" decreased in the previous survey, but increased this time. (33.7%) ・Both with male and female users, the highest number of respondents who play "almost everyday" belonged to the "10-12" age range and the ratio was especially high with male users (73.9%). - 20 - (2)Average days of household videogame playing per week TOKYO GAME SHOW 2005/Total Number of samples (persons) Gender and Age TOKYO GAME SHOW 2006/Total 855 3~9 11 10~12 46 13~15 88 16~18 104 19~24 268 25~29 135 30~39 144 40~49 46 50 or older 13 1 2 3 4 2 10~12 7 13~15 14 16~18 33 19~24 63 25~29 42 30~39 49 40~49 20 2 5 6 3.74 3.87 5.18 4.61 4.22 3.96 3.56 3.16 2.45 1.64 7 samples (persons) 3.65 872 3.49 844 3.81 - - - 35 5.17 78 5.29 73 4.32 98 4.74 122 4.57 129 4.61 266 3.55 210 4.00 172 3.10 141 3.33 165 2.73 130 2.32 39 1.53 58 2.32 - 5.14 Weekly average (days) 1,107 212 4.00 Number of samples (persons) 3.37 - 3.25 Weekly average (days) 1,084 - 5.96 232 3~9 50 or older 0 1,087 Male Female (Unit: day) Number of TOKYO GAME SHOW 2004/Total - 2.88 - - 263 - - 3.12 - 10 4.10 32 3.30 13 3.28 21 4.87 31 4.39 25 3.36 57 2.69 62 3.32 41 2.20 40 2.30 3.26 38 2.63 54 3.20 3.35 22 2.10 29 2.03 4.06 3.45 2.92 3.06 0.20 - - - - Note) Calculation assumption for obtaining the average weekly frequency of household videogame playing "Almost everyday": 7 days, "4-5 days a week": 4.5 days, "2-3 days a week": 2.5 days, "1 day a week": 1 day, "2-3 days a month": 0.3 day, "less often than 1 day a month": 0.1 day ・Weekly playing frequency was 3.74 days and increased this year against the tendency of decrease during the past couple years. ・Both male and female users aged between "10-12" had the highest playing frequency, with the male users reaching 5.96 days. A decrease was observed only for both male and female users aged between "16-18". - 21 - 7.Duration of game playing [Q] How long (minutes) do you spend playing household videogames at a time? Give answers each for workdays and off-days. (1)Workdays (on a daily basis) (Unit: %) Number of samples (persons) TOKYO GAME SHOW 2006/Total 0 20 3.6 9.8 1,087 40 15.6 60 31.4 80 5.1 100 2.0 19.4 7.7 5.4 3.5 TOKYO GAME SHOW 2005/Total 1,084 12.8 10.1 31.3 4.2 21.0 5.4 5.5 6.2 18.2 6.7 6.1 5.3 2.6 TOKYO GAME SHOW 2004/Total 1,107 12.1 12.6 32.0 4.4 0 minute 1~20 minutes 21~40 minutes 41~60 minutes 61~90 minutes 91~120 minutes 121~180 minutes 181 minutes and longer Invalid/No answers TOKYO GAME SHOW 2005/Total ■Average duration of game playing Number of samples (persons) Gender and Age TOKYO GAME SHOW 2006/Total (Unit: minutes) Number of 0 100 200 300 Average duration samples (persons) (minutes) TOKYO GAME SHOW 2004/Total Number of Average duration samples (persons) (minutes) 1,087 83.5 1,084 81.9 1,107 86.0 Male 855 85.7 872 81.5 844 88.1 3~9 11 10~12 46 90.4 35 81.2 78 83.4 13~15 88 95.6 73 96.7 98 101.6 16~18 104 122 101.9 129 125.1 19~24 268 266 91.0 210 96.3 25~29 135 172 73.4 141 81.3 30~39 144 165 60.4 130 53.9 40~49 46 42.6 39 43.1 58 42.3 50 or older 13 46.7 Female 2 10~12 7 13~15 14 16~18 33 19~24 63 25~29 42 30~39 49 40~49 20 2 - 104.9 95.2 82.8 69.0 - 75.4 232 3~9 50 or older 47.0 212 30.0 - 90.0 63.9 98.1 86.9 58.3 66.4 75.8 0.0 - - 83.6 - - - 263 - - - 78.9 - 10 55.7 32 58.4 13 94.6 21 113.5 31 109.5 25 85.2 57 92.6 62 99.0 41 59.1 40 60.9 38 84.5 54 82.5 22 67.2 29 42.1 - - - - ・The highest number of respondents play "41-60 min" or "91-120 min"at a time, a trend continuing from previous years. In addition, more respondents play "21-40 min" compared to the previous survey. ・The average playing time slightly increased to 83.5 min compared to the previous survey. For two years in a row, the average playing time increased among male users aged "30-39" and female users "40-49". - 22 - (2)Off-days (on a daily basis) (Unit: %) Number of samples (persons) TOKYO GAME SHOW 2006/Total 1,087 TOKYO GAME SHOW 2005/Total 1,084 TOKYO GAME SHOW 2004/Total 0 20 2.4 6.0 Gender and Age TOKYO GAME SHOW 2006/Total 100 2.2 23.5 14.8 21.6 21.8 14.2 23.6 17.2 4.2 7.8 3.8 19.5 15.1 20.7 17.8 6.0 8.9 5.6 0 minute 1~20 minutes 21~40 minutes 41~60 minutes 61~90 minutes 91~120 minutes 121~180 minutes 181 minutes and longer Invalid/No answers TOKYO GAME SHOW 2005/Total ■Average duration of household videogame playing Number of samples (persons) 80 3.0 2.7 1,107 60 19.4 6.7 2.4 5.7 40 3.4 (Unit: minutes) Number of 0 100 200 300 Average duration samples (persons) (minutes) TOKYO GAME SHOW 2004/Total Number of Average duration samples (persons) (minutes) 1,087 157.1 1,084 157.7 1,107 145.9 Male 855 158.5 872 155.7 844 147.2 3~9 11 10~12 46 13~15 88 16~18 104 19~24 268 25~29 135 30~39 144 40~49 46 50 or older 13 Female 74.0 - 131.5 - - 35 113.4 78 115.6 73 147.9 98 141.7 192.4 122 186.9 129 208.4 189.0 266 175.1 210 173.6 172 149.4 141 147.4 165 129.5 130 97.8 39 108.9 58 59.5 145.1 155.9 129.9 91.9 75.0 - 151.7 232 - 212 45.0 166.3 263 141.6 10~12 7 118.6 10 94.3 32 98.8 13~15 14 115.4 13 155.4 21 190.5 16~18 33 190.6 31 234.5 25 165.0 19~24 63 191.9 57 213.6 62 208.5 25~29 42 41 125.7 40 163.2 30~39 49 38 120.9 54 86.5 40~49 20 22 93.9 29 53.1 2 146.3 77.4 60.0 - - - - 2 129.5 - - 3~9 50 or older - - - - - ・Long-stretch players who selected "181 min and longer" consisted the most (23.5%), but on the other hand, an increase was seen in brief players selecting "21-40" and "41-60" minutes. ・Average playing time per day was 157.1 min and hardly showed any fluctuation. Both male and female users aged "16-18" and "19-24" are playing about 190 min per day on average. - 23 - (3)Cumulative total of household videogame playing time per week TOKYO GAME SHOW 2005/Total Number of samples (persons) Number of (Unit: minutes) samples (persons) 0 Gender and Age TOKYO GAME SHOW 2006/Total 855 3~9 11 10~12 46 13~15 88 16~18 104 19~24 268 25~29 135 30~39 144 40~49 46 50 or older 13 600 2 10~12 7 13~15 14 16~18 33 19~24 63 25~29 42 30~39 49 40~49 20 2 800 459.3 477.3 620.9 539.8 617.7 564.8 441.1 340.2 203.2 133.1 1,107 433.7 872 432.6 844 454.2 362.2 523.9 463.4 320.8 376.4 256.7 120.0 - - 484.3 78 505.5 73 520.1 98 562.1 122 635.3 129 743.2 266 491.4 210 540.1 172 379.3 141 403.3 165 303.1 130 213.0 39 197.7 58 132.5 - 520.0 - 35 212 150.0 Total playing time per week (min) 427.4 - 397.8 Number of samples (persons) 1,084 - 297.5 232 3~9 50 or older 400 1,087 Male Female 200 Total playing time per week (min) TOKYO GAME SHOW 2004/Total - 405.8 - - 263 - - 371.6 - 10 305.6 32 273.4 13 431.6 21 706.9 31 731.2 25 446.2 57 491.1 62 547.3 41 263.5 40 344.6 38 295.4 54 271.7 22 194.8 29 107.3 - - - - Note) Total weekly playing time = (Ave. playing days per week - 2) × Ave. work-day playing min. +Ave. off-day playing min. ×2 ・Total weekly playing time reached the highest this year (459.3 min) due to the increase in weekly playing days. ・Among male users aged "10-12" and "16-18", total weekly playing time exceeded 600 min. ・The playing time of both male and female users aged between 16-18 decreased. On the other hand, the playing time of users over 25 years old is overall increasing. - 24 - 8.Tendency of software purchases (1)Number of softwares purchased during the past one year [Q] Did you buy any videogame software in the last one year? (Excluding PC games.) (Unit: %) Number of samples (persons) TOKYO GAME SHOW 2006/Total 1,087 TOKYO GAME SHOW 2005/Total 1,084 0 20 40 60 80 100 0.1 84.5 15.5 0.5 80.7 Yes 18.8 No Invalid/No answers - (2)Average number of softwares purchased during the past one year 【To all who bought software(s) in the last one year 】 [Q] Give the number each for "new-release regular price", "new-release low-priced" and "second hand " package(s). Number of samples (persons) TOKYO GAME SHOW 2006/Total TOKYO GAME SHOW 2005/Total Frequency of playing household videogames Gender and Age TOKYO GAME SHOW 2004/Total Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Heavy user Middle user Light user 1,087 1,084 1,107 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 366 433 288 New-release regular price 0 New-release low-priced 2 4 3.6 0.8 6 1.7 2.5 1.1 3.8 1.9 0.8 3.7 1.6 0.3 0.5 2.4 0.8 1.9 1.8 1.0 3.0 2.8 1.0 3.2 1.7 0.5 3.9 2.1 0.8 4.2 1.4 5.0 1.3 2.5 1.0 0.6 2.9 0.0 0.0 0.0 1.3 4.0 0.2 1.1 1.4 0.6 1.7 0.4 1.0 0.7 3.1 1.3 0.8 2.5 1.3 0.6 0.2 0.3 4.0 3.7 0.5 0.0 0.0 1.0 0.5 2.1 0.7 4.7 3.6 2.1 2.4 1.7 0.5 0.7 2.1 1.0 8 1.7 0.7 3.2 Second hand 1.1 1.8 - (Unit: pc) 10 Average total purchased (pc) Rate of second hand software (%) 6.1 5.6 7.4 6.5 4.5 3.0 5.8 6.9 6.0 7.1 8.7 5.5 3.3 4.5 1.0 5.3 2.8 2.8 4.9 4.5 5.9 4.2 0.5 7.5 6.4 3.7 28.6 31.2 34.3 29.8 36.7 26.5 31.1 40.3 27.5 29.2 27.0 30.6 20.5 21.8 0.0 0.0 41.0 22.7 21.5 27.9 22.1 6.7 0.0 28.3 28.4 30.0 Note) To calculate the average number of software packages purchased, users who answered to Q(1) that they did not buy any software were given a factor of “0” and included in the parameter in Q(2) (excluding those who gave invalid answers or no answers). ・Nearly 84.5% of the total respondents purchased household videogame softwares during the past one year. ・Total number of purchase increased compared to the previous survey (6.1pc). Male users aged "30-39" purchased the most (8.7 pc). ・Users buying second hand softwares are in a decrease, and the rate was lower than 30% of the total respondents (28.6%). - 25 - (3)Purchased household videogame softwares that satisfied the users 【All who bought game software(s) during the past one year.】 《Free answer/Multiple answers》 [Q] If you were satisfied by the softwares you purchased, please indicate the name and the type of the console. (Excluding PC and KEITAI games.) (699 titles given by 680 valid responses: n=918 persons) Title/Series Console 【Breakdown】 Title "FINAL FANTASY" series FINAL FANTASY III NDS FINAL FANTASY XII PS2 FINAL FANTASY XI PS2 FINAL FANTASY X PS2 FINAL FANTASY Ⅳ GBA FINAL FANTASY Ⅷ PS FFX/FFX-2 Ultimate Box PS2 FINAL FANTASY Tactics PS "FINAL FANTASY" series "Tales Of" series Tales of the Abyss PS2 Tales of Fantasia Full Voice Edition PSP Tales of Symphonia PS2 Tales of Destiny 2 PS2 Tales of Legendia PS2 "Tales of Destiny" series PS2 "Mario" and "Supermario" series New Super Mario Brothers NDS Mario Kart DS NDS Super Mario 64DS NDS Mario Hoops 3-on-3 NDS Super Mario Advance GBA Mario Party 7 NGC "Mario" and "Supermario" series NDS (No Answer) "Mario" "Monster Hunter" series Monster Hunter Portable PSP Monster Hunter 2 PS2 Monster Hunter series PS2 .hack//G.U. PS2 PERSONA 3 PS2 "Valkyrie Profile" series Valkyrie Profile 2: Silmeria PS2 Valkyrie Profile: Lenneth PSP Okami PS2 KINGDOM HEARTS II PS2 "Winning Eleven" series Winning Eleven 10 PS2 Winning Eleven 9 PS2 (No answer) "Win-Ele 2" "Win-Ele" and "Winning Eleven" PS2 "Xenosaga" series Xenosaga Episode III PS2 "Xenosaga" PS2 Animal Forest NDS "Brain Training" series Brain training DS NDS Brain training DS 2 NDS "Brain Training/ Brain Training 2" NDS Title Qty 104 47 37 9 2 1 1 1 1 5 32 19 8 2 1 1 1 31 14 5 1 1 1 1 7 1 29 15 9 5 28 18 17 16 1 17 16 13 8 2 1 2 12 11 1 12 11 6 4 1 Title/Series 【Breakdown】 Title "Sengoku Basara" series Sengoku Basara 2 "Sengoku Basara" "Ace Combat" series Ace Combat Zero Ace Combat 5 Ace Combat 3 Phantasy Star Universe MELTY BLOOD: Act Cadenza MOTHER3 "Gundam" series SD Gundam G GENERATION PORTABLE Gundam Climax U.C. Gundam Seed Destiny Federation VS. ZAFT "Gundam Seed" "Powerful Pro Baseball Live" series Powerful Pro Baseball Live 13 Powerful Pro Baseball Live 12 Ultimate Edition Powerful Pro Baseball Live 12 Powerful Pro Baseball Live 11 "Powerful Pro Baseball Live" "Pokemon" series Pokemon Rangers Pokemon Mystery Dungeon Pokemon Emerald "Pokemon" "Metal Gear Solid" series Metal Gear Solid 3 Metal Gear Solid 3 Subsistence "Metal Gear Solid" series "Metal Gear Solid" Rhythm Tengoku Rune Factory Tetris DS "Resident Evil 4" series Resident Evil 4 Resident Evil 4 Ryu Ga Gotoku DEAD OR ALIVE Ar Tonelico SUPER ROBOT WARS Alpha 3 "Harukanaru Toki no Naka De" series Harukanaru Toki no Naka De: Mai-hito-yo Harukanaru Toki no Naka De 3: Labyrinth of Destiny Harukanaru Toki no Naka De 3: Izayoi-ki "Harukanaru Toki no Naka de" Everybody's Tennis "Ridge Racer" series Ridge Racer 6 Ridge Racer 2 The rest is omitted. Note 1) If multiple titles were indicated by one respondent, each one was totaled up as an individual answer. However, if titles from the same series were listed, they were counted into one answer/ series title. Note 2) Abbreviations of consoles are as follows: NGC: Nintendo Game Cube, GBA: Game Boy Advance, NDS: Nintendo-DS PS: PlayStation, PS2: PlayStation 2, PSP: PSP, X360: Xbox360 ・FINAL FANTASY series was the top with 104 titles listed by respondents. "FINAL FANTASY III"(NDS) and "FINAL FANTASY XII"(PS2) were selected the most among the series. Next in line were "Tales Of", "Mario" and "Super Mario", and "Monster Hunters" series. ・As a single title not in a series, 「.hack//G.U.」(PS2) was indicated by 28. - 26 - Console PS2 (No answer) PS2 PS2 PS PS2 PS2 GBA PSP PS2 PS2 (No answer) PS2 PS2 NGC PS2 PS2 NDS NDS GBA GBA PS2 PS2 PS2 (No answer) GBA NDS NDS PS2 (No answer) PS2 X360 PS2 PS2 PS2 PS2 PS2 PS2 PS2 X360 PSP Title Qty 10 9 1 9 7 1 1 9 9 9 8 4 2 1 1 8 4 1 1 1 1 7 3 2 1 1 7 3 2 1 1 7 7 6 6 5 1 6 5 5 5 5 2 1 1 1 5 5 4 1 9.Old game softwares the users wish to play on the latest consoles [Q] Among all the games which you used to play in game arcades or on old-type consoles (home-use consoles or PCs), is there any game you want to play again on the latest consoles? If so, please list the specific titles. (1)Whether the users wish to play old game softwares on the latest consoles (Unit: %) Number of samples (persons) TOKYO GAME SHOW 2006/Total 0 20 1,084 TOKYO GAME SHOW 2004/Total 1,107 6.5 57.2 30.1 61.8 No (Unit: %) Gender and Age 100 2.5 40.3 Frequency of playing household videogames 80 54.5 Yes Number of samples (persons) Yes No Invalid/ No answers 1,087 39.0 54.5 6.5 Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 38.9 0.0 13.0 25.0 37.5 44.8 45.9 47.9 32.6 0.0 39.2 0.0 0.0 28.6 27.3 49.2 45.2 46.9 25.0 0.0 54.6 81.8 80.4 65.9 56.7 50.4 47.4 46.5 60.9 76.9 53.9 100.0 100.0 64.3 72.7 42.9 42.9 46.9 65.0 100.0 6.4 18.2 6.5 9.1 5.8 4.9 6.7 5.6 6.5 23.1 6.9 0.0 0.0 7.1 0.0 7.9 11.9 6.1 10.0 0.0 Heavy user Middle user Light user 366 433 288 40.4 39.7 36.1 55.5 50.8 58.7 4.1 9.5 5.2 TOKYO GAME SHOW 2006/Total 60 39.0 1,087 TOKYO GAME SHOW 2005/Total 40 Invalid/No answers 8.1 - (2)Game titles the respondents wish to play again on the latest consoles 【All who wanted to play old games on the latest consoles.】 《Free answer/Multiple answers》 (385 titles given by 375 valid responses: n=424 persons) Names of game titles "FINAL FANTASY" series "Mario" and "Super Mario" series "DRAGON QUEST" series "SaGa" series "FIRE EMBLEM" series "Seiken Densetsu" series "Chrono Trigger" series "Xenogears" "Cyber Troopers Virtual-On" series "Live A Live" "Kuniokun" series "THE LEGEND OF ZELDA" series "Knights" "Suberanka" "Tales Of" series "Mother" series "Road Runner" "Mega Man" series "Space Invader" "Legend of the Mystical Ninja" series "Grandia" "Space Channel 5" "Panzer Dragoon" series "Final Fight" "Pooyan" "Kirby Super DX" The rest is omitted. Title Qty 23 21 17 14 12 9 8 7 6 each 5 each 4 each 3 each Note) If multiple titles were indicated by one respondent, each one was totaled up as an individual answer. However, if titles from the same series were listed, they were counted into one answer/ series title. ・Nearly 40% of the total respondents chose "yes", which was slightly lower than the last year's result. Heavy users in particular gave positive answers. ・The "Final Fantasy" series was selected the most. - 27 - 10.Ownership of household videogame softwares for "Study/Learning/Training" [Q] Do you have "Study/Learning/Training" software(s) for household videogames? (Exc. PC and mobile phone games) 【To all who selected "Yes"】 If so, please list the titles and the console type. (1)Ownership of "Study/Learning/Training" softwares for household videogames. (Unit:%) Number of samples (persons) TOKYO GAME SHOW 2006/Total 0 20 40 27.5 1,087 80 100 68.1 Yes No Yes No Invalid/ No answers 1,087 27.5 68.1 4.4 Gender and Age Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 26.9 36.4 32.6 25.0 28.8 23.1 26.7 28.5 37.0 23.1 29.7 0.0 28.6 28.6 30.3 27.0 31.0 34.7 25.0 50.0 68.5 54.5 58.7 64.8 67.3 73.1 68.9 69.4 60.9 69.2 66.4 100.0 71.4 71.4 66.7 68.3 66.7 61.2 65.0 50.0 4.6 9.1 8.7 10.2 3.8 3.7 4.4 2.1 2.2 7.7 3.9 0.0 0.0 0.0 3.0 4.8 2.4 4.1 10.0 0.0 Frequency of playing household videogames (Unit:%) Number of samples (persons) Heavy user Middle user Light user 366 433 288 28.7 29.6 22.9 66.1 65.1 75.0 5.2 5.3 2.1 TOKYO GAME SHOW 2006/Total 60 4.4 Invalid/ No answers - (2)Titles of "Studying/Learning/Training" softwares for household videogames. 【All who own "Studying/Training/Learning softwares for household videogame machines】 《Free answer/Multiple answers》 (271 titles given by 268 valid responses: n=292 persons) Title Brain Training DS Eigo-zuke Brain Training 2 DS Yawaraka Atama Juku Brain Trainer Portable Atama Scan Kazuo Su-doku DS Rakuhiki Jiten No-ni-kaikan Aha Taiken! Raki☆Suta Moe Drill Unotan Kanji-no-wataridori Kanji-ryoku Shikakui-atama-wo-Maruku-suru Talkman Moji-pittan Console NDS 166 NDS 35 NDS 24 NDS 14 PSP 11 NDS PSP 3 each NDS NDS PSP 2 each NDS NDS NDS NDS 1 each GBA PSP PSP Note 1) If respondents gave more than one title, each one was counted as an individual answer. Note 2) The abbreviations for the consoles listed above are as follows: NDS:Nintendo-DS, GBA:Game Boy Advance and PSP:PSP ・Those owning "Studying/Learning /Training" software(s) amounted to 27.5% of the total respondents. The ratio is comparatively high with male users aged between "3-9" and "40-49" and female users aged between "30-39". ・"Brain Training" is by far the most owned software series. - 28 - Title Qty 11.Ownership and use of supplemental controllers for household videogame machines [Q] Do you have supplemental controllers for household videogames in addition to the one packaged with the console? (Exc. those for PC) If so, do you use it/them often? 【To all who own supplemental controller(s)】 Please specify the type of the controller(s). (1)Ownership of supplemental controllers for household videogames. (Unit:%) Number of samples (persons) TOKYO GAME SHOW 2006/Total 0 20 16.1 1,087 40 14.6 60 80 63.3 100 6.0 I own supplemental controller(s) and frequently use them. I own supplemental controller(s) but seldom use them. I don't own supplemental controller(s). Invalid/ No answers (Unit:%) I own I own supplemental supplemental I don't own Invalid/ controller(s) controller(s) supplemental No answers and but seldom controller(s). frequently Number of use them. use them. samples (persons) Frequency of playing household videogames Gender and Age TOKYO GAME SHOW 2006/Total 1,087 16.1 14.6 63.3 6.0 Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 17.2 36.4 10.9 17.0 14.4 17.9 18.5 18.1 17.4 7.7 12.1 0.0 0.0 7.1 24.2 6.3 14.3 16.3 5.0 0.0 14.5 9.1 15.2 10.2 19.2 13.4 14.8 16.7 15.2 0.0 15.1 0.0 14.3 35.7 9.1 12.7 21.4 12.2 15.0 0.0 62.5 54.5 60.9 60.2 63.5 65.3 60.0 60.4 60.9 76.9 66.4 100.0 71.4 57.1 60.6 77.8 54.8 65.3 65.0 100.0 5.8 0.0 13.0 12.5 2.9 3.4 6.7 4.9 6.5 15.4 6.5 0.0 14.3 0.0 6.1 3.2 9.5 6.1 15.0 0.0 Heavy user Middle user Light user 366 433 288 18.6 16.6 12.2 16.7 13.9 13.2 59.3 63.5 68.1 5.5 6.0 6.6 (2)The type of the supplemental controller for household videogames. 【All who own supplemental controllers】 《Free answer/Multiple answers》 (178 titles given by 217 valid responses: n=334 persons) Type For PS2/PS HORI product Rapid firing controllers Wireless controllers For games with sound and rhythm Arcade (stick) type Stick type (Joy stick) For combat games For racing games For GC For Neo-Geo Controller of a different design Logicool product Keyboard type controller Railway controller Gun controller For Super Famicom Dragon Quest Slime Controller Pad type (Joy Pad) The rest is omitted. Title Qty 35 34 28 19 15 11 each 10 8 6 4 3 each 2 each Note) When respondents listed more than one controller type, each item was counted as an individual answer. Also, if multiple items were included in an answer of one controller type, each item was totaled up as an individual answer. Ex.1:"HORI rapid firing controller" → One answer each for "HORI product" and "Rapid-firing controller" Ex.2:"Wireless controller for PS2/PS →One answer each for "Wireless controller" and "For PS2/PS". ・Supplemental controller(s) was owned by 30.7% of total respondents. Frequent users amounted to 16.1% of total respondents. ・"For PS2/PS" "HORI product" and "Rapid-firing controllers" were listed the most. - 29 - Ⅲ.Mobile Phone Games 1.Familiarity with mobile phone games [Q] Do you play games on your mobile phone (incl. PHS)? (Unit: %) Number of samples (persons) TOKYO GAME SHOW 2006/Total 1,087 TOKYO GAME SHOW 2005/Total 1,084 TOKYO GAME SHOW 2004/Total 1,107 0 20 40 60 80 100 1.7 30.8 27.3 22.3 17.9 0.7 37.1 26.8 35.4 0.5 33.2 16.6 24.8 24.8 I play habitually.(2005&2004: I currently enjoy playing games) I used to play but not anymore. I have an interest but have never played before. (2005&2004: I have never played games.) I have no interest nor have played before. (2004: I don't have a KEITAI/PHS mobile phone) Invalid/No answers - I play habitually. I have an interest but have never played before. I have no interest nor have played before. Invalid/No answers 1,087 30.8 27.3 22.3 17.9 1.7 Gender and Age (Unit: %) I used to play but not anymore. Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 29.8 18.2 17.4 34.1 34.6 35.4 25.2 22.9 30.4 23.1 34.5 0.0 0.0 35.7 45.5 30.2 35.7 32.7 50.0 0.0 27.8 27.3 23.9 11.4 26.9 31.3 31.1 31.3 21.7 38.5 25.4 0.0 28.6 14.3 24.2 39.7 31.0 14.3 10.0 0.0 21.5 27.3 19.6 30.7 19.2 19.4 20.0 20.8 30.4 15.4 25.0 50.0 28.6 21.4 18.2 22.2 26.2 24.5 35.0 100.0 18.8 27.3 28.3 18.2 19.2 13.4 21.5 22.9 17.4 23.1 14.7 50.0 42.9 28.6 12.1 7.9 7.1 26.5 5.0 0.0 2.0 0.0 10.9 5.7 0.0 0.4 2.2 2.1 0.0 0.0 0.4 0.0 0.0 0.0 0.0 0.0 0.0 2.0 0.0 0.0 Frequency of playing household videogames Number of samples (persons) Heavy user Middle user Light user 366 433 288 28.4 33.5 29.9 28.7 26.6 26.7 20.2 21.5 26.0 19.4 17.8 16.3 3.3 0.7 1.0 829 44.4 22.2 Ref. TOKYO GAME SHOW 2006/Total TOKYO GAME SHOW 2004/ All the mobile phone holders 33.2 0.2 Note 1) From TOKYO GAME SHOW 2006 survey, "I currently enjoy playing games." was replaced by "I play habitually." Also, "I have never played games." was split into two options: "I have an interest but have never played before." and "I have no interest nor have played before." Note2) Although this question was directed only at mobile phone (incl. PHS) holders (see the above table) in the TGS 2004 surveys, the numbers of non-mobile phone (incl. PHS) users were added to the earlier survey results in order to make a comparison with the 2006 and 2005 study which took the total number of respondents into account (the top graph). ・The proportion of the respondents who "play habitually" has decreased to 30.8% of the total. Female users play mobile phone games slightly more than male users. ・Nearly 45.5% of the female group aged between 16 and 18 habitually play mobile phone games, which is the highest rate observed among all groups by gender and age. ・"I play habitually" was selected the most by middle users. - 30 - 2.Places where mobile phone games are played 【All the current mobile phone game players】 《Multiple answers》 【To all who selected "I play habitually" on a mobile phone (incl. PHS).】 [Q] Where do you play games on mobile phones (incl. PHS)? Choose any number of answers. (Unit: %) Frequency of playing household videogames TOKYO GAME SHOW 2006/ All the current mobile phone game players Gender 80 104 145 86 While riding on trains or buses 64.2 63.9 65.0 57.7 64.8 70.9 At home 46.6 45.1 51.3 51.0 42.1 48.8 While out somewhere waiting for someone 29.0 28.6 30.0 25.0 32.4 27.9 In school/workplace 25.7 27.1 21.3 28.8 23.4 25.6 Others 3.6 3.1 5.0 5.8 2.1 3.5 Invalid/No answers 0.9 0.8 1.3 1.0 0.0 2.3 Light user Middle user 255 Female 335 Male Heavy user TOKYO GAME SHOW 2006/ All the current mobile phone game players (n=335 persons) TOKYO GAME SHOW 2005/ All the current mobile phone game players (n=402 persons) TOKYO GAME SHOW 2004/ All the current mobile phone game players (n=368 persons) (Unit: %) 80 60 40 20 Number of samples (persons) 0 64.2 62.7 57.9 46.6 46.5 41.3 29.0 28.9 31.0 25.7 24.4 23.1 3.6 5.7 2.4 0.9 2.7 2.7 ・Similar to the last year's result, most respondents play games "while riding on trains or buses" (64.2%). The above tendency was especially high with "light users" of household videogames (70.9%). - 31 - 3.Duration of playing games on mobile phones (weekly total) 【All the current mobile phone game players】 【To all who selected "I play habitually" on a mobile phone (incl. PHS).】 [Q] How long do you play games on mobile phones (incl. PHS) in a week? (Unit: %) Number of samples (persons) TOKYO GAME SHOW 2006/ All the current mobile phone game players 0 1.8 20 335 6.3 5.7 TOKYO GAME SHOW 2005/ All the current mobile phone game players 402 6.2 TOKYO GAME SHOW 2004/ All the current mobile phone game players 368 0.9 11.3 9.0 100 37.9 Weekly average (minutes) 108.4 3.5 14.9 18.7 1.4 14.1 80 17.6 1.7 10.9 60 2.4 16.1 2.0 6.5 40 35.6 3.3 1.9 22.8 104.1 21.7 19.6 6.3 1~10 minutes 11~20 minutes 21~30 minutes 31~40 minutes 41~50 minutes 51~60 minutes 61~100 minutes 101 minutes and longer Invalid/No answers 81.0 (Unit: %) Number of samples (persons) Gender Weekly average (minutes) 11~20 minutes 21~30 minutes 31~40 minutes 41~50 minutes 51~60 minutes 61~100 minutes 335 6.3 5.7 11.3 1.8 0.9 16.1 2.4 17.6 37.9 108.4 255 6.3 6.7 11.8 2.0 0.8 15.7 2.4 16.9 37.6 100.8 80 6.3 2.5 10.0 1.3 1.3 17.5 2.5 20.0 38.8 132.9 Heavy user 104 8.7 5.8 8.7 1.0 1.0 14.4 3.8 16.3 40.4 99.9 Middle user 145 4.8 6.2 15.9 1.4 1.4 14.5 2.1 13.8 40.0 84.7 Light user 86 5.8 4.7 7.0 3.5 0.0 20.9 1.2 25.6 31.4 152.1 TOKYO GAME SHOW 2006/ All the current mobile phone game players Frequency of playing household videogames 101 Invalid/ minutes No answers and longer 1~10 minutes Male Female ・Weekly playing time slightly increased compared to the previous survey (108.4 min). ・Female players and "light users" of household videogames had a tendency of long weekly playing time. - 32 - Ⅳ.PC Games 1.Familiarity with PC games [Q] Do you play PC games? (Unit: %) Number of samples (persons) TOKYO GAME SHOW 2006/Total 1,087 TOKYO GAME SHOW 2005/Total 1,084 TOKYO GAME SHOW 2004/Total 1,107 0 20 40 60 80 22.0 43.8 100 2.1 20.0 12.1 1.0 24.8 47.1 27.0 18.7 49.1 14.9 14.1 3.3 I play habitually. (2005&2004: I currently enjoy playing games.) I used to play but not anymore. I have an interest but have never played before. (2005&2004: I have never played games.) I have no interest nor have played before. (TGS 2004:I don't use a PC) Invalid/No answers (Unit: %) Number of samples (persons) Invalid/No answers 43.8 22.0 20.0 12.1 2.1 Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 47.1 45.5 28.3 50.0 44.2 57.5 48.9 34.7 43.5 38.5 31.5 50.0 14.3 35.7 33.3 28.6 23.8 38.8 35.0 50.0 21.1 9.1 19.6 11.4 22.1 17.5 19.3 30.6 37.0 23.1 25.4 0.0 14.3 21.4 18.2 33.3 28.6 18.4 35.0 0.0 18.0 36.4 15.2 19.3 19.2 16.8 15.6 21.5 13.0 23.1 27.2 0.0 42.9 28.6 24.2 28.6 23.8 30.6 20.0 50.0 11.7 9.1 23.9 13.6 12.5 7.8 15.6 11.8 4.3 15.4 13.8 50.0 28.6 14.3 21.2 7.9 19.0 12.2 5.0 0.0 2.1 0.0 13.0 5.7 1.9 0.4 0.7 1.4 2.2 0.0 2.2 0.0 0.0 0.0 3.0 1.6 4.8 0.0 5.0 0.0 Heavy user Middle user Light user 366 433 288 46.4 44.3 39.6 21.0 20.6 25.3 19.7 21.5 18.1 10.4 11.8 14.9 2.5 1.8 2.1 TOKYO GAME SHOW 2004/ All the computer users 921 59.0 22.5 Ref. 1,087 Gender and Age I have an interest but I have no interest have never played before. nor have played before. Frequency of playing household videogames TOKYO GAME SHOW 2006/Total I play habitually. I used to play but not anymore. 17.9 0.7 Note 1) From TGS 2006 survey, "I currently enjoy playing games." was replaced by "I play habitually." Also, "I have never played games." was split into two options: "I have an interest but have never played before." and "I have no interest nor have played before." Note2) Although this question was directed only at PC users (see the above table) in the TGS 2004 surveys, the numbers of non-PC users were added to the earlier survey results in order to make a comparison with the 2006 and 2005 study which took the total number of respondents into account (the top graph). ・Respondents that habitually play PC games decreased compared to the previous survey (43.8%). More males play PC games. ・The highest number of habitual PC game players was the category of males aged "19-24" (57.5%). ・"Heavy users" of household videogames had a comparatively high tendency of habitually playing PC games. - 33 - 2.Types of PC games played 【All the current PC game players】 《Multiple answers》 【To all who selected "I habitually play" games on a PC】 [Q] What type of games do you play on your PC? Choose any number of answers. (Unit: %) Frequency of playing household videogames TOKYO GAME SHOW 2006/ All the current PC game players Gender Middle user Light user 403 73 170 192 114 Games installed from a CD-ROM 58.0 60.5 43.8 61.2 57.3 54.4 Games downloaded from the Internet 53.2 53.8 49.3 55.3 52.6 50.9 Games preinstalled on PC 28.4 26.8 37.0 25.9 27.6 33.3 Games playable in real time on the Internet (using Flash etc.) 17.6 15.6 28.8 20.0 15.1 18.4 Others 0.4 0.5 0.0 0.6 0.5 0.0 Invalid/No answers 1.3 1.2 1.4 0.6 0.5 3.5 Female 476 Male Heavy user TOKYO GAME SHOW 2006/ All the current PC game players (n=476 persons) TOKYO GAME SHOW 2005/ All the current PC game players (n=511 persons) TOKYO GAME SHOW 2004/ All the current PC game players (n=504 persons) (Unit: %) 80 60 40 20 Number of samples (persons) 0 58.0 57.5 60.6 53.2 50.9 48.1 28.4 23.9 33.1 17.6 15.9 23.2 0.4 2.0 0.7 1.3 4.5 1.7 ・Those who play "games downloaded from the Internet" (53.2%) have been increasing every year, and the difference from the "games installed from a CD-ROM" (58.0%), the top of the list, is shrinking. Among female users, downloaded games are played more often. - 34 - 3.Duration of PC game playing (weekly total) 【All the current PC game players】 【To all who selected "I habitually play" games on a PC】 [Q] How long do you play PC games in a week? (Unit: %) Number of samples (persons) TOKYO GAME SHOW 2006/ All the current PC game players 476 TOKYO GAME SHOW 2005/ All the current PC game players 511 TOKYO GAME SHOW 2004/ All the current PC game players 543 0 20 12.2 40 1.5 13.4 60 14.5 7.1 4.8 6.5 1.4 14.7 17.6 80 100 Weekly average (minutes) 25.6 14.3 380.3 24.7 14.5 330.4 3.7 12.9 5.7 4.9 1.5 17.1 18.0 13.8 7.9 6.1 5.3 24.1 6.1 1~30 minutes 31~60 minutes 61~90 minutes 91~120 minutes 121~180 minutes 181~240 minutes 241~300 minutes 301 minutes and longer Invalid/No answers 306.3 (Unit: %) Number of samples (persons) Gender Frequency of playing household videogames Weekly average (minutes) 31~60 minutes 61~90 minutes 476 12.2 13.4 1.5 14.5 7.1 4.8 6.5 25.6 14.3 380.3 403 11.2 14.1 1.2 15.4 6.9 5.2 6.5 25.6 13.9 389.2 73 17.8 9.6 2.7 9.6 8.2 2.7 6.8 26.0 16.4 329.3 Heavy user 170 10.6 10.6 0.6 14.1 7.6 6.5 7.1 27.6 15.3 445.0 Middle user 192 12.5 17.2 1.6 13.5 7.3 4.2 7.3 23.4 13.0 285.3 Light user 114 14.0 11.4 2.6 16.7 6.1 3.5 4.4 26.3 14.9 447.6 TOKYO GAME SHOW 2006/ All the current PC game players Male Female 91~120 121~180 181~240 241~300 minutes minutes minutes minutes 301 Invalid/ minutes No answers and longer 1~30 minutes ・Respondents selecting "1-30" and "31-60" decreased while those selecting "181-420" minutes increased, a continued tendency from the previous survey. Compared to the previous survey, the average weekly playing time increased about 50 min to 380.3 min and an overall trend of longer playing time was observed. - 35 - Ⅴ.Network Games 1.Familiarity with network games [Q] Have you ever played network games or on-line games? Number of samples (persons) TOKYO GAME SHOW 2006/Total 1,087 TOKYO GAME SHOW 2005/Total 1,084 TOKYO GAME SHOW 2004/Total 1,107 (Unit: %) 0 20 40 30.3 60 17.1 80 100 0.4 32.7 19.6 0.5 25.7 22.3 23.4 36.6 18.8 37.2 14.9 15.9 4.7 I play habitually. I used to play but not anymore. I have an interest but have never played before. I have no interest nor have played before. I play habitually. I used to play but not anymore I have an interest but have never played before. I have no interest nor have played before. Invalid/ No answers 1,087 30.3 17.1 32.7 19.6 0.4 Gender and Age - Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 33.2 27.3 23.9 38.6 30.8 34.0 37.8 32.6 23.9 30.8 19.4 0.0 28.6 28.6 18.2 17.5 14.3 16.3 40.0 0.0 17.3 9.1 8.7 14.8 23.1 20.9 13.3 18.8 8.7 7.7 16.4 0.0 14.3 0.0 15.2 25.4 16.7 12.2 15.0 0.0 30.8 27.3 37.0 29.5 24.0 29.5 28.1 34.0 45.7 38.5 39.7 0.0 14.3 50.0 42.4 39.7 42.9 40.8 30.0 50.0 18.4 36.4 28.3 17.0 22.1 15.7 19.3 14.6 21.7 23.1 24.1 100.0 42.9 21.4 24.2 15.9 26.2 30.6 15.0 50.0 0.4 0.0 2.2 0.0 0.0 0.0 1.5 0.0 0.0 0.0 0.4 0.0 0.0 0.0 0.0 1.6 0.0 0.0 0.0 0.0 Frequency of playing household videogames Invalid/No answers Heavy user Middle user Light user 366 433 288 38.3 30.0 20.5 13.7 18.5 19.4 29.5 32.6 36.8 17.8 18.9 22.9 0.8 0.0 0.3 Number of samples (persons) TOKYO GAME SHOW 2006/Total ・Habitual network game players are increasing year by year, and exceeded 30% of the total respondents. (30.3%) ・Frequent players of household videogames tend to have more experiences of playing network games. - 36 - 2.Platforms used to play network games 【All the current network game players】 【To all who selected "I habitually play network games now"】 [Q] Which game machines do you use to play network games and on-line games? Number of samples (persons) TOKYO GAME SHOW 2006/ All the current network game players 0 20 329 40 60 21.6 60.5 Household videogame machine PC (Unit: %) 100 0.6 80 17.3 Both - Invalid/No answers (Unit: %) Number of samples (persons) Frequency of playing household videogames Gender TOKYO GAME SHOW 2006/ All the current network game players Male Female Heavy user Middle user Light user Household videogame machine PC Both Invalid/No answers 329 21.6 60.5 17.3 0.6 284 45 140 130 59 22.2 17.8 30.0 19.2 6.8 58.8 71.1 47.1 66.9 78.0 18.3 11.1 22.1 13.8 13.6 0.7 0.0 0.7 0.0 1.7 3.Frequency of playing pay-to-play network games 【All the current network game players】 【To all who selected "I habitually play network games now"】 [Q] Do you play network games or on-line games with fees? Number of samples (persons) TOKYO GAME SHOW 2006/ All the current network game players 0 20 329 40 60 (Unit: %) 100 1.5 80 62.0 36.5 I play pay-to-play network games. I play only free network games. - Invalid/No answers (Unit: %) Number of samples (persons) Frequency of playing household videogames Gender TOKYO GAME SHOW 2006/ All the current network game players Male Female Heavy user Middle user Light user I play pay-to-play network games. I play only free network games. Invalid/No answers 329 62.0 36.5 1.5 284 45 140 130 59 64.1 48.9 66.4 60.0 55.9 34.5 48.9 32.1 37.7 44.1 1.4 2.2 1.4 2.3 0.0 4.Methods of paying for network games 【All the current pay-to-play network game players】 《Multiple answers》 【To all who selected "I play pay-to-play network games" 】 [Q] Please select all types of paying methods you have used for network games. (Unit: %) TOKYO GAME SHOW 2006 All the current pay-to-play network game players (n=204 persons) 100 80 60 40 20 0 Gender Frequency of playing household videogames Male Female Heavy user Middle user Light user 18.6 7.4 1.5 2.0 0.0 1.5 Fixed charge …1. Charged by item/avatar …3. Quantitative charge …2. Combination of 1.-3. I don't know Others Invalid/ No answers 204 83.3 18.6 7.4 1.5 2.0 0.0 1.5 182 22 93 78 33 84.6 72.7 88.2 83.3 69.7 18.1 22.7 15.1 16.7 33.3 7.7 4.5 5.4 6.4 15.2 1.1 4.5 1.1 2.6 0.0 1.1 9.1 2.2 2.6 0.0 0.0 0.0 0.0 0.0 0.0 1.6 0.0 1.1 2.6 0.0 Number of samples (persons) TOKYO GAME SHOW 2006/ All the current network game players 83.3 (Unit: %) ・When those who play network games on "PC"and "Both" are totaled, 77.8% of all the network game players use PCs. ・Among network game players, 62.0% of them play pay-to-play games. ・Fixed charging system is used by far the most by the players of pay-to-play games. - 37 - 5.Reasons for not playing network games 【All who had no experience of playing network games】 《Multiple answers》 【To all who selected "I used to play but not anymore.", "I have an interest but have never played before." or "I have no interest nor have played before."】 [Q] Choose any number of answers why you don't play network games or on-line games. TOKYO GAME SHOW 2006/All who had no experience of playing network games (n=754 persons) TOKYO GAME SHOW 2005/All who had no experience of playing network games (n=558 persons) TOKYO GAME SHOW 2004/All who had no experience of playing network games (n=588 persons) (Unit: %) 0 10 20 30 40 50 60 34.6 Subscription and connection fees are expensive. BicycleRailroaAircraf MotorbShips 43.0 48.5 26.5 26.5 29.1 It seems to use up a lot of time. 25.2 Registration procedures and set ups are troublesome. 32.6 30.8 22.1 The online operational environment still isn't adequate. 32.3 28.1 16.8 16.1 17.2 I'd feel embarrassed registering with a community. 14.9 The rules are difficult to follow. 18.1 17.7 12.7 15.1 16.8 I want to play games alone. 9.0 Prices for hardware and software are high. 14.9 17.7 7.7 Others 4.1 4.8 19.1 11.1 Invalid/No answers 5.4 Note) The data of TGS 2005&2004 surveys are given as reference as this question was asked to those who selected either "I have an interest but have nave played network games" or "I have no interest nor have played network games" and thus the sample body differs from the TGS 2006 survey. ・Respondents raised "subscription and connection fees are expensive" the most as a reason for not playing network games (34.6%). This was followed by "it seems to use up a lot of time" and "registration procedures and set ups are troublesome". ・There was a tendency of middle and light users of household videogames referring to the time while heavy and middler users of household videogames referring to registration procedures/setups and the online environment. - 38 - (Unit: %) Frequency of playing household videogames TOKYO GAME SHOW 2006 All who had no experience of playing network games Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Heavy user Middle user Light user Gender and Age Number of samples (persons) 754 568 8 34 54 72 177 82 97 35 9 186 2 5 10 27 51 36 41 12 2 223 303 228 Subscription and connection fees are expensive. 34.6 34.5 12.5 23.5 20.4 48.6 35.6 41.5 34.0 20.0 44.4 34.9 0.0 40.0 60.0 51.9 31.4 36.1 26.8 25.0 0.0 34.5 37.3 31.1 It seems to use up a lot of time. 26.5 27.3 12.5 14.7 16.7 19.4 30.5 34.1 34.0 22.9 33.3 24.2 0.0 20.0 30.0 29.6 25.5 25.0 19.5 25.0 0.0 20.6 29.4 28.5 Registration procedures and set ups are troublesome. 25.2 23.8 12.5 20.6 29.6 26.4 23.2 29.3 22.7 14.3 0.0 29.6 50.0 20.0 60.0 25.9 29.4 22.2 36.6 16.7 0.0 26.0 27.1 21.9 The online operational environment still isn't adequate. 22.1 21.8 12.5 2.9 27.8 27.8 23.2 20.7 23.7 14.3 11.1 23.1 0.0 40.0 50.0 40.7 15.7 8.3 29.3 16.7 0.0 25.6 23.4 17.1 The rules are difficult to follow. 16.8 15.7 0.0 5.9 13.0 13.9 19.2 17.1 19.6 8.6 0.0 20.4 50.0 0.0 10.0 14.8 23.5 16.7 22.0 41.7 0.0 16.1 18.2 15.8 I'd feel embarrassed registering with a community. 14.9 13.2 0.0 20.6 11.1 9.7 11.3 12.2 18.6 14.3 22.2 19.9 50.0 20.0 30.0 29.6 19.6 13.9 17.1 8.3 50.0 16.6 10.9 18.4 I want to play games alone. 12.7 12.0 12.5 5.9 0.0 15.3 11.3 8.5 22.7 11.4 11.1 15.1 0.0 0.0 20.0 14.8 15.7 8.3 24.4 8.3 0.0 10.3 13.9 13.6 I want to play games alone. 9.0 8.1 12.5 11.8 7.4 15.3 4.0 8.5 9.3 8.6 0.0 11.8 0.0 20.0 30.0 18.5 7.8 11.1 7.3 16.7 0.0 11.2 9.9 5.7 Others 7.7 7.7 0.0 5.9 3.7 5.6 10.2 4.9 9.3 11.4 11.1 7.5 0.0 0.0 10.0 3.7 9.8 13.9 4.9 0.0 0.0 5.8 7.6 9.6 Invalid/ No answers 19.1 19.9 37.5 35.3 24.1 22.2 18.1 15.9 16.5 20.0 11.1 16.7 50.0 0.0 0.0 11.1 19.6 19.4 17.1 16.7 50.0 20.6 17.2 20.2 - 39 - 6.Intention to play network games [Q] Do you want to play network games or on-line games in the future? Number of samples (persons) TOKYO GAME SHOW 2006/Total 1,087 TOKYO GAME SHOW 2005/Total 1,084 TOKYO GAME SHOW 2004/Total 1,107 0 20 40 22.7 29.5 34.3 31.6 9.8 25.2 23.4 23.3 17.7 (Unit: %) 100 80 21.6 8.5 5.5 7.3 9.8 5.1 5.8 7.7 11.2 Very much Somewhat I can't say Not really Never Invalid/No answers Very much Somewhat I can't say Not really Never Invalid/ No answers 1,087 29.5 22.7 25.2 9.8 5.5 7.3 Gender and Age Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 31.8 9.1 17.4 39.8 32.7 36.9 32.6 27.8 17.4 23.1 21.1 50.0 14.3 21.4 21.2 23.8 19.0 24.5 10.0 0.0 23.2 27.3 32.6 23.9 25.0 24.3 21.5 21.5 15.2 7.7 21.1 0.0 0.0 14.3 45.5 22.2 16.7 18.4 10.0 0.0 24.0 18.2 21.7 18.2 20.2 22.8 27.4 25.0 34.8 46.2 29.7 0.0 42.9 21.4 18.2 27.0 42.9 26.5 35.0 100.0 9.2 18.2 8.7 4.5 7.7 7.8 9.6 13.2 13.0 15.4 11.6 0.0 0.0 28.6 9.1 11.1 9.5 16.3 5.0 0.0 4.9 9.1 8.7 4.5 9.6 2.6 3.0 5.6 6.5 7.7 7.8 50.0 28.6 7.1 3.0 6.3 7.1 8.2 10.0 0.0 6.9 18.2 10.9 9.1 4.8 5.6 5.9 6.9 13.0 0.0 8.6 0.0 14.3 7.1 3.0 9.5 4.8 6.1 30.0 0.0 Frequency of playing household videogames Number of samples (persons) 60 Heavy user Middle user Light user 366 433 288 37.7 26.6 23.6 23.5 25.2 18.1 19.9 25.2 31.9 5.7 10.9 13.2 4.9 5.8 5.9 8.2 6.5 7.3 TOKYO GAME SHOW 2006/Total ・Nearly 52.3% of the total respondents expressed an intention to play network games though this is a slight decrease from the previous survey. ・25.2% of the respondents gave noncommittal answers and this tendency was particularly noticeable among female users. ・A higher proportion of frequent users of household videogames expressed an intention to play network games. - 40 - 7.Categorization of customers of network games ★ The respondents were classified into four major groups according to "Experience of playing network games" and "Intention to play network games". Experience of playing network games Intention to play network games I play habitually. Very much Somewhat I can't say Not really Never Active players of network games I have an interest but have never played before. I used to play but not any more. Dormant customers of network games I have no interest nor have played before. Prospective customers of network games Those disinterested in network games Number of samples (persons) TOKYO GAME SHOW 2006/Total 1,087 TOKYO GAME SHOW 2005/Total 1,084 TOKYO GAME SHOW 2004/Total 1,107 0 20 40 30.3 60 15.0 25.7 18.7 23.4 14.8 (Unit: %) 100 80 35.2 14.4 5.2 36.8 14.0 4.7 36.8 13.5 11.6 Active players of network games Dormant customers of network games Prospective customers of network games Those disinterested in network games Invalid/No answers - Active players of network games Dormant customers of network games 1,087 30.3 15.0 35.2 14.4 5.2 Gender and Age Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 33.2 27.3 23.9 38.6 30.8 34.0 37.8 32.6 23.9 30.8 19.4 0.0 28.6 28.6 18.2 17.5 14.3 16.3 40.0 0.0 15.3 9.1 8.7 13.6 19.2 19.0 11.9 15.3 8.7 7.7 13.8 0.0 14.3 0.0 12.1 22.2 14.3 8.2 15.0 0.0 33.2 27.3 41.3 31.8 31.7 33.6 35.6 27.1 41.3 38.5 42.7 50.0 14.3 35.7 54.5 36.5 52.4 46.9 20.0 100.0 13.5 27.3 17.4 9.1 15.4 10.1 11.1 18.8 17.4 23.1 17.7 50.0 28.6 28.6 12.1 15.9 14.3 22.4 15.0 0.0 4.8 9.1 8.7 6.8 2.9 3.4 3.7 6.3 8.7 0.0 6.5 0.0 14.3 7.1 3.0 7.9 4.8 6.1 10.0 0.0 Frequency of playing household videogames (Unit: %) Prospective customers of network games Heavy user Middle user Light user 366 433 288 38.3 30.0 20.5 13.1 15.2 17.0 33.1 35.1 38.2 9.8 15.5 18.4 5.7 4.2 5.9 Number of samples (persons) TOKYO GAME SHOW 2006/Total Those disinterested in network games Invalid/ No answers ・The sum of dormant and prospective customers decreased slightly to 50.2% compared to the previous survey (55.5%). ・The proportions of prospective customers and non-acceptants were larger among female users than among male users. ・The proportions of prospective customers and non-acceptants were high among light users of household videogame players. - 41 - Ⅵ."Soccer" and games 1.Interest in the FIFA World Cup, Germany [Q] Were you interested in the World Cup Soccer held in Germany in 2006? Number of samples (persons) TOKYO GAME SHOW 2006/Total 1,087 0 20 40 60 (Unit: %) 100 80 0.5 21.6 30.9 24.5 22.5 Very much Somewhat Not really Not at all - Invalid/No answers (Unit: %) Very much Somewhat Not really Not at all Invalid/ No answers 1,087 21.6 30.9 24.5 22.5 0.5 Gender and Age Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 24.2 27.3 28.3 19.3 23.1 20.5 25.2 29.9 34.8 15.4 12.1 0.0 0.0 0.0 6.1 15.9 11.9 14.3 15.0 50.0 32.0 27.3 32.6 18.2 30.8 38.1 31.9 27.1 41.3 38.5 26.7 0.0 0.0 21.4 21.2 22.2 35.7 24.5 55.0 0.0 23.6 27.3 13.0 29.5 25.0 19.4 25.9 27.8 21.7 30.8 27.6 0.0 28.6 28.6 36.4 31.7 21.4 22.4 25.0 50.0 19.5 18.2 23.9 31.8 21.2 21.6 16.3 14.6 2.2 15.4 33.6 100.0 71.4 50.0 36.4 30.2 31.0 38.8 5.0 0.0 0.6 0.0 2.2 1.1 0.0 0.4 0.7 0.7 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Frequency of playing household videogames Number of samples (persons) Heavy user Middle user Light user 366 433 288 22.7 21.2 20.8 26.2 33.0 33.7 23.5 26.3 22.9 26.8 18.9 22.6 0.8 0.5 0.0 Very much Somewhat Only this time because it was held in Japan and Korea. Not really Not at all 31.1 24.1 12.8 17.9 14.1 TOKYO GAME SHOW 2006/Total Ref. Number of samples (persons) TOKYO GAME SHOW 2002/ Total 1,079 ・When "very much" and "somewhat" were added, more than half of the respondents (52.5%) were interested in the World Cup. ・Except for the age range of "13-15", the total of "very much" and "somewhat" interested were more than half of the male users. ・Though few in sample numbers, interest was especially high in the age range of "40-49" both for male and female users. - 42 - 2.Purchase of "soccer" game softwares for household videogame machines [Q] Did you purchase any soccer games for household videogame machines this year? (Excluding PC and mobile phone games.) 【To all who selected "yes".】 ・If so, please indicate the specific game title and console. ・When did you buy the game(s)? Please select all appropriate answers. (1)Purchase of "soccer" game softwares for household game machines. Number of samples (persons) TOKYO GAME SHOW 2006/Total 1,087 0 20 40 8.3 60 (Unit: %) 100 80 85.5 Yes No Invalid/No answer 6.3 (Unit: %) Yes No Invalid/ No answers 1,087 8.3 85.5 6.3 Gender and Age Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 9.5 0.0 8.7 4.5 15.4 9.0 14.8 6.3 8.7 0.0 3.9 0.0 0.0 7.1 3.0 3.2 2.4 4.1 10.0 0.0 85.4 100.0 82.6 90.9 81.7 84.7 80.7 89.6 84.8 92.3 85.8 50.0 85.7 78.6 93.9 93.7 83.3 81.6 70.0 100.0 5.1 0.0 8.7 4.5 2.9 6.3 4.4 4.2 6.5 7.7 10.3 50.0 14.3 14.3 3.0 3.2 14.3 14.3 20.0 0.0 Frequency of playing household videogames Number of samples (persons) Heavy user Middle user Light user 366 433 288 9.6 9.2 5.2 82.8 85.9 88.2 7.7 4.8 6.6 Interested(*) Not interested(*) Invalid/No answer 571 511 5 14.0 1.8 20.0 82.1 89.8 20.0 3.9 8.4 60.0 Yes No 16.2 83.8 Interest in the FIFA World Cup TOKYO GAME SHOW 2006/Total Ref. Number of samples (persons) TOKYO GAME SHOW 2002/Total 1,079 *"Very much" and "Somewhat" were integrated into "Interested" and "Not really" and "Not at all" were integtated into "Not interested". ・Those who purchased soccer game softwares were 8.3% of the entire respondents. ・Purchase rate was high among male users of age ranges "16-18" and "25-29". - 43 - (2)Purchase time 【All who purchased "soccer" game software(s) for household videogame machines】 《Multiple answers》 TOKYO GAME SHOW 2006/ All those who bought "soccer" game software(s) for household videogame machines. (Unit: %) 36.7 40 31.1 30 18.9 20 12.2 10 2.2 0 Number of samples (persons) Gender Frequency of playing household videogames Invalid/ No answers April to May 90 18.9 36.7 31.1 12.2 2.2 Male Female 81 9 21.0 0.0 35.8 44.4 32.1 22.2 9.9 33.3 2.5 0.0 Heavy user Middle user Light user 35 40 15 14.3 17.5 33.3 28.6 45.0 33.3 42.9 22.5 26.7 14.3 15.0 0.0 0.0 2.5 6.7 Jan. to March April to May 25.7 34.3 TOKYO GAME SHOW 2006 All respondents who purchased soccer game software(s) for household videogames Number of samples (persons) Ref. June (The month of July and onward World Cup) Jan. to March TOKYO GAME SHOW 2006 All respondents who purchased soccer game software(s) for household videogames 175 June (The month of July and onward World Cup) 28.6 16.0 (Unit: %) (3)Titles of the purchased "soccer" game softwares 【To all who purchased "soccer" game software(s)】 《Free answer/Multiple answers》 (75 titles given by 74 valid responses: TGS 2006/ All who purchased "soccer" game software(s), n=90 persons) Title/Series Console 【Breakdown】Title "Winning Eleven" series Winning Eleven 10 Winning Eleven 9 Winning Eleven 8 Winning Eleven 5 World Soccer Winning Eleven 9 Ubiquitous Evolution "Winning Eleven" series "Winning Eleven" series "FIFA"series 2006 FIFA World Cup Germany 2006 FIFA World Cup Germany 2006 FIFA World Cup Germany FIFA Street "Let's Make a Pro Soccer Team!" series Let's Make a Pro Soccer Team! European Championship Let's Make a Pro Soccer Team! series Super Mario Strikers Calcio Bit PS2 PS2 PS2 PS2 PSP PS2 (No answer) X360 PS2 PSP PS2 PS2 (No answer) NGC GBA Title Qty 58 22 7 3 2 2 14 8 9 6 1 1 1 6 5 1 1 1 Note 1) If multiple titles were indicated by one respondent, each one was counted as an individual answer. However, if titles from the same series were listed, they were counted into one answer/ series title. Note 2) The abbreviation of consoles are as follows: NGC: Nintendo Game Cube, GBA: Game Boy Advance, PS2: PlayStation 2, PSP: PSP and X360: Xbox 360 ・Soccer game softwares were purchased the most during "April to March" (36.7%). ・The "Winning Eleven" series were by far the most purchased software. - 44 - Ⅶ.Railroad fans and games 1.Interest in various vehicles 《Multiple answers》 [Q] Please select all vehicles you are interested in. TOKYO GAME SHOW 2006/Total (n=1,087 persons) (Unit: %) 50 41.8 40 30 23.3 20 19.2 17.4 16.3 16.0 6.7 10 Number of samples (persons) Cars Bicycles Railroad Aircrafts Motorbikes Ships Invalid/ No answers 1,087 41.8 23.3 19.2 17.4 16.3 6.7 16.0 Gender and Age Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 44.3 36.4 28.3 28.4 34.6 44.8 52.6 52.1 54.3 76.9 32.3 0.0 0.0 21.4 15.2 34.9 42.9 38.8 40.0 0.0 23.5 27.3 23.9 35.2 19.2 26.5 18.5 21.5 13.0 23.1 22.4 0.0 28.6 35.7 45.5 20.6 9.5 14.3 25.0 50.0 20.0 36.4 15.2 15.9 14.4 18.3 16.3 28.5 30.4 38.5 16.4 0.0 0.0 7.1 12.1 17.5 21.4 16.3 25.0 0.0 17.9 9.1 21.7 21.6 16.3 15.3 14.1 19.4 30.4 30.8 15.5 0.0 0.0 14.3 12.1 20.6 16.7 14.3 15.0 0.0 18.2 9.1 23.9 10.2 22.1 18.3 17.0 13.9 32.6 38.5 9.1 0.0 0.0 7.1 12.1 6.3 7.1 14.3 10.0 0.0 6.5 27.3 15.2 9.1 5.8 6.3 5.2 0.7 13.0 7.7 7.3 50.0 0.0 0.0 21.2 3.2 9.5 6.1 0.0 0.0 13.0 0.0 10.9 10.2 20.2 14.6 17.0 8.3 4.3 0.0 27.2 50.0 71.4 21.4 24.2 27.0 28.6 28.6 10.0 50.0 Frequency of playing household videogames 0 Heavy user Middle user Light user 366 433 288 37.7 44.6 42.7 23.8 23.6 22.2 20.2 17.8 20.1 15.3 18.0 19.1 13.7 18.0 17.0 7.7 6.2 6.3 18.0 14.5 15.6 TOKYO GAME SHOW 2006/Total (Unit: %) ・"Cars" were selected the most (41.8%) followed by "bicycles" and "railroad". ・Male users aged 40 or older showed more interest in almost all types of vehicles compared to male users of other age groups. ・Female users aged between 13 and 18 showed high interest in "bicycles". ・"Railroad" is popular among male users aged 3 to 9 and 40 or older. - 45 - 2.Other interests of railroad fans 【All railroad fans】《Multiple answers》 【To all who selected "railroad" as their favorite vehicle】 [Q] Please select all of your interests listed below. TOKYO GAME SHOW 2006/ All railroad fans (n=209 persons) (Unit: %) 80 74.6 60 40 26.8 24.9 21.1 20 20.1 14.4 12.9 1.9 0.5 0 Number of Traveling/ On-board samples traveling (persons) Frequency of playing household videogames Gender TOKYO GAME SHOW 2006/ All railroad fans Male Female Heavy user Middle user Light user Station lunch packs/ Souvenir Time tables Photography Figures/ Minia-tures Railroad sounds Collection of tickets, stamps, train parts Others Invalid/ No answers 209 74.6 26.8 24.9 21.1 20.1 14.4 12.9 1.9 0.5 171 38 74.3 76.3 25.1 34.2 25.7 21.1 22.2 15.8 23.4 5.3 16.4 5.3 12.9 13.2 2.3 0.0 0.6 0.0 74 77 58 70.3 76.6 77.6 28.4 26.0 25.9 23.0 24.7 27.6 20.3 22.1 20.7 24.3 18.2 17.2 13.5 15.6 13.8 14.9 7.8 17.2 2.7 1.3 1.7 0.0 1.3 0.0 (Unit: %) ・"Traveling/on-board traveling" was selected the most among railroad fans. (74.6%) ・Male users and "heavy users" have high interest in "figures and miniatures". - 46 - 3.Titles of favorite "railroad" game softwares for household videogames 《Free answer/Multiple answers》 [Q] If you have a favorite "railroad" game software, please indicate the title and the console. (Exc. PC and mobile phone games) (148 titles given by 146 valid responses: TOKYO GAME SHOW 2006/Total, n=1,087 persons) Title/Series Console 【Breakdown】Title "Densha de GO!" series Densha de GO! 2 Densha de GO! 3 Tsukin-hen Densha de GO! Professional specification Densha de GO! FINAL Densha de GO! Pocket Densha de GO! Densha de GO! Densha de GO! 64 Densha de GO! Densha de GO! Densha de GO! 2 ON Neo-Geo Pocket Densha de GO! Densha de GO! Densha de GO! Densha de GO! Series Densha de GO! Series Densha de GO! Series Densha de GO! Series Densha de GO! Series Densha de GO! Series THE Tsukin Densha Untenshi - Densha de GO! 3 Tsukin hen "A Ressha de Iko" series A Ressha de Iko 4 A Ressha de Iko 5 A Ressha de Iko 6 A Ressha de Iko A Ressha de Iko A Ressha de Iko "Momotaro Dentetsu" series Momotaro Dentetsu Momotaro Dentetsu G: Gold Deck wo Tsukure! Momotaro Dentetsu Momotaro Dentetsu Momotaro Dentetsu "Train Simulator" series The Keihin Kyuko Lines - Train Simulator Real Train Simulator Real Mobile Train Simulator: Keisei, Touei Asakusa, Keikyu Lines Train Simulator+Densha de GO! Tokyo Kyuko Train Simulator Train Simulator "Thomas the Tank Engine & Friends" "Tetsudo-Oh" (Famicom board game) Title Qty PS PS2 PS PS2 PAP PS PS2 N64 PSP WS NGP PS/PS2 PS/SS (No answer) PS PS etc. PS/PS2 PS/PS2/PSP PS2 (No answer) PS2 PS PS PS2 PS2 PS (No answer) PS2 GBA SFC FC (No answer) PS2 PS2 PSP PS2 PS2 (No answer) (No answer) (No answer) Note 1) If multiple titles were indicated by one respondent, each one was counted as an individual answer. However, if titles from the same series were listed, they were counted into one answer/ series title. Note 2) The abbreviation of consoles are as follows: FC: Famicom, SFC: Super Famicom, N64: Nintendo 64, GBA: GameBoy Advance, PS: PlayStation PS2: PlayStation 2, PSP: PSP, SS: Saturn, WS: Wonder Swan and NGP: Neo-Geo Pocket ・The most favored railroad game software was Densha-de-GO!, and the PlayStation version was selected the most. - 47 - 112 3 3 2 3 3 37 14 3 2 1 1 1 1 30 1 1 2 1 1 1 1 14 1 2 1 4 2 4 12 4 1 1 1 5 8 2 1 1 1 1 2 1 1 Ⅷ.Peripheral aspects of games 1.Advertisements included in games [Q] Have you seen advertisement clips of existing companies and products contained in the game? 【To all who selected "Yes"】 If so, please indicate the software title, the advertising company, and/or product. (1)Experience of seeing advertisements included in games. (Unit: %) Number of samples (persons) TOKYO GAME SHOW 2006/ Total 0 20 40 17.4 1,087 No (Unit: %) Frequency of playing household videogames Gender and Age TOKYO GAME SHOW 2006/ Total Yes 80 72.3 Yes Number of samples (persons) 60 No Invalid/ No answers 1,087 17.4 72.3 10.3 Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 19.3 0.0 10.9 11.4 17.3 18.3 24.4 25.0 28.3 7.7 10.3 0.0 0.0 0.0 15.2 9.5 14.3 12.2 5.0 0.0 71.0 90.9 80.4 73.9 76.0 72.0 63.7 66.0 65.2 92.3 77.2 100.0 71.4 85.7 75.8 74.6 76.2 73.5 90.0 100.0 9.7 9.1 8.7 14.8 6.7 9.7 11.9 9.0 6.5 0.0 12.5 0.0 28.6 14.3 9.1 15.9 9.5 14.3 5.0 0.0 Heavy user Middle user Light user 366 433 288 20.5 17.1 13.9 69.1 73.2 75.0 10.4 9.7 11.1 Invalid/ No answers 100 10.3 - (2)Advertisements seen in games 【All respondents who have seen advertisements in games】 《Free answers/Multiple answers》 (92 titles given by 87 valid responses: n=189 persons) Title/Series "Metal Gear Solid" series "Gran Turismo" series Advertising AD company/ product Qty Calorie Mate Famitsu TOYOTA HONDA spoon "Automobile related" "Winning Eleven" series "All kinds" Adidas Santory Don Quijote "Ryu Ga Gotoku" Matsumoto Kiyoshi Santory Yoshino-ya ampm "Project Gotham Racing" series Aiful "Many" Secom "Powerful Pro Baseball Live" series "All kinds" Animate "Shinseiki Evangelion: Ayanami Matsumoto Kiyoshi Ikusei Keikaku - Asuka Hokan Keikaku" Gamers "Ridge Racer" series ITALIAN TOMATO Tekken GAP "Crazy Taxi" Tower Records AMD "Out Run" series Olympus "Mario Brothers" Nagatani-en "FIFA World Cup" Adidas "Street Fighter ZERO 2" Fujitsu Adidas "Virtua Striker" FUJIFILM The rest is omitted. Note) If one respondent listed more than one title, product or company, each one was counted as one answer. ・Advertisements contained in games had been viewed by 17.4% of the total respondents. ・Comparatively larger number of male users aged between 25 to 49 had seen advertisements. ・"Metal Gear Solid" was indicated the most along with the product name "Calorie Mate". - 48 - 10 1 3 3 1 1 1 7 1 5 1 1 1 1 1 2 2 2 2 1 1 2 1 2 1 2 1 2 2 2 1 1 Title Qty 11 9 8 7 5 4 4 3 3 3 2 2 2 2 2.Experience of completing and mailing survey forms [Q] Have you ever filled out and mailed a survey form packaged together with a videogame software? Number of samples (persons) (Unit: %) 0 20 40 60 80 100 1.7 TOKYO GAME SHOW 2006/Total 1,087 4.0 38.9 55.5 I send almost all survey forms. I have sent survey form(s). I never send survey forms. Invalid/ No answers (Unit: %) I send almost all survey forms. I have sent survey form(s). I never send survey forms. Invalid/ No answers 1,087 4.0 38.9 55.5 1.7 Gender and Age Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 4.4 9.1 2.2 5.7 4.8 3.7 3.7 4.9 6.5 7.7 2.2 0.0 0.0 0.0 3.0 3.2 0.0 4.1 0.0 0.0 39.5 27.3 30.4 43.2 33.7 38.8 38.5 51.4 30.4 30.8 36.6 0.0 28.6 57.1 36.4 31.7 42.9 36.7 35.0 0.0 54.2 63.6 67.4 48.9 60.6 56.0 55.6 39.6 63.0 61.5 60.3 100.0 57.1 42.9 60.6 65.1 57.1 57.1 65.0 100.0 1.9 0.0 0.0 2.3 1.0 1.5 2.2 4.2 0.0 0.0 0.9 0.0 14.3 0.0 0.0 0.0 0.0 2.0 0.0 0.0 Frequency of playing household videogames Number of samples (persons) Heavy user Middle user Light user 366 433 288 4.4 5.3 1.4 40.7 43.2 30.2 54.6 49.7 65.3 0.3 1.8 3.1 TOKYO GAME SHOW 2006/Total ・Survey forms were regularly sent by 4.0% of the total respondents. When combined, respondents with an experience of sending survey forms amounted to 42.9% of the total respondents. ・Among male users aged between "30-39", 56.3% had an experience of sending survey form(s). ・Among "light users" of household videogames, 65.3% had never sent a survey form. - 49 - Ⅸ.Rating Label 1.Awareness of the rating label [Q] Do you know that a "rating label" is attached to a game software package? Number of samples (persons) TOKYO GAME SHOW 2006/Total (Unit: %) 0 20 40 60 80 100 2.9 44.4 1,087 5.1 47.7 1.5 TOKYO GAME SHOW 2005/Total 1,084 41.1 7.1 50.4 1.6 TOKYO GAME SHOW 2004/Total 1,107 29.9 7.0 61.4 Yes, and I have already seen the label on a product package. Yes, but I have never seen the label on a product package yet. No Invalid/No answers (Unit: %) Yes, and I have already seen the label on a product package. Yes, but I have never seen the label on a product package yet. No Invalid/ No answers 1,087 44.4 5.1 47.7 2.9 Gender and Age Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 46.8 9.1 23.9 43.2 43.3 54.1 51.9 52.8 30.4 0.0 35.8 0.0 42.9 28.6 54.5 42.9 26.2 34.7 15.0 0.0 5.3 9.1 8.7 2.3 7.7 3.0 7.4 5.6 6.5 7.7 4.3 0.0 0.0 7.1 3.0 1.6 4.8 8.2 5.0 0.0 45.3 72.7 67.4 51.1 46.2 41.4 35.6 38.2 63.0 92.3 56.5 100.0 42.9 64.3 39.4 52.4 66.7 55.1 75.0 50.0 2.7 9.1 0.0 3.4 2.9 1.5 5.2 3.5 0.0 0.0 3.4 0.0 14.3 0.0 3.0 3.2 2.4 2.0 5.0 50.0 Frequency of playing household videogames Number of samples (persons) Heavy user Middle user Light user 366 433 288 49.2 48.5 32.3 4.4 5.5 5.2 43.7 43.0 59.7 2.7 3.0 2.8 TOKYO GAME SHOW 2006/Total ・When the numbers of respondents who answered "Yes, and I have already seen the label on a product package" and "Yes, but have never seen the label yet" were totaled, the awareness of the rating label accounted for 49.5%, marking a steady increase year by year and for the first time surpassed the number of those who didn't know the label. However, 56.5% of female users and 59.7% of light users of household videogames did not know of the label and the awareness of users in these categories remain low. - 50 - 2.Familiarity with the function of a rating label 【All who knew the rating label】 【To all who selected "Yes and I have already seen the label on a product package" or "Yes, but I have never seen the label on a product package yet"】 [Q] Do you know how the "rating label" works? Number of samples (persons) TOKYO GAME SHOW 2006/ All who knew the rating label (Unit: %) 0 20 40 60 80 100 1.3 1.3 538 29.2 42.2 26.0 1.5 TOKYO GAME SHOW 2005/ All who knew the rating label 522 23.2 TOKYO GAME SHOW 2004/ All who knew the rating label 409 22.0 35.8 36.2 3.3 2.4 33.3 38.1 4.2 I know much about it. I know roughly about it. I know little about it. I know nothing about it. Invalid/No answers (Unit: %) Number of samples (persons) I know much about it. I know roughly about it. I know little about it. I know nothing about it. Invalid/ No answers 538 29.2 42.2 26.0 1.3 1.3 Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 445 2 15 40 53 153 80 84 17 1 93 0 3 5 19 28 13 21 4 0 31.0 50.0 40.0 35.0 26.4 32.0 33.8 27.4 23.5 0.0 20.4 33.3 20.0 31.6 14.3 7.7 23.8 25.0 - 41.8 50.0 46.7 25.0 35.8 43.1 45.0 45.2 47.1 100.0 44.1 33.3 20.0 36.8 60.7 30.8 47.6 25.0 - 24.5 0.0 13.3 35.0 35.8 23.5 17.5 25.0 17.6 0.0 33.3 33.3 60.0 31.6 25.0 46.2 28.6 50.0 - 1.3 0.0 0.0 5.0 0.0 0.7 2.5 1.2 0.0 0.0 1.1 0.0 0.0 0.0 0.0 7.7 0.0 0.0 - 1.3 0.0 0.0 0.0 1.9 0.7 1.3 1.2 11.8 0.0 1.1 0.0 0.0 0.0 0.0 7.7 0.0 0.0 - Heavy user Middle user 196 234 30.6 31.2 43.4 40.6 25.5 24.4 0.0 2.1 0.5 1.7 Light user 108 22.2 43.5 30.6 1.9 1.9 Frequency of playing household videogames Gender and Age TOKYO GAME SHOW 2006/ All who knew the rating label ・The rates of respondents selecting "I know much about it" or "I know roughly about it" are steadily increasing. ・Nearly 71.4% of the respondents who could recognize the rating label knew well or fairly well about the rating system. - 51 - 3.Descriptions of a rating label given by respondents 【All who knew much or roughly about the function of the rating label】 《Free answer》 【To all who selected "I know much about it" and "I knew roughly about it" (Those who know the rating label)】 [Q] Do you know how the "rating label" works? Please describe its function. (217 valid responses: n=384 persons) Perfect/Nearly perfect comprehension / Understanding of purpose 125 persons 19 persons ◎Perfect comprehension: It is a reference marking that indicates "advisable user age groups" according to "game contents". ・Advises age range depending on contents. ・Indicates the rating of advisable age range based on a review of game contents. ・Indicates suitable age range by contents. For youths. ・To provide games rated for suitable age range by reviewing the contents. ・Indicates contents in relation to suitable age range. ・Advisable age rating according to game contents. ・Game contents are indicated. Advisable age range etc. ・Classified by advisable player age (according to contents). ・①Indicates advisable player age ②Indicates that there are violent and/or grotesque scenes. ・・・・・etc. 56 persons ○Nearly perfect comprehension: It is a reference marking indicating "advisable user age groups" ("game contents" not mentioned). ・Reference for advisable player (purchase) age ・Indication of targeted age for purchase reference. ・For classifying advisable player age. ・Advise on player minimum age. ・Voluntary indication of targeted player age. ・Guideline of games in relation to suitable age groups ・Indicates the appropriate minimum player age. ・Reference for suitable player age of game softwares ・Establishes advisable player age. ・Reference to the specific minimum player age. ・To inform consumer the target age of the game. ・Reference of the target player age range of the softwares. ・・・・・etc. 9 persons ○Nearly perfect comprehension: It is a reference marking of "game contents" ("advisable user age groups" not mentioned). ・Indicates whether the contents are grotesque or not. ・Regulation on sales according to sexual and/or violent expression. ・It protects the rights of those who wish not to see violent scenes etc. ・Brief explanation of the tendency of genre and contents ・・・・・etc. 27 persons △Reference to specific rating categories or system changes. ・Rating labels changed. Player age classification. ・Violence included, player minimum age etc. ・Player age classification by A, B, C, D and Z. ・15 or older if there are smoking scenes etc ・A: Advisable for all age…etc. ・Reviewed by CERO. Highest restriction is Z category. Other categories are classified by age. ・A=All age, B=12, C=15, D=17 and Z=18 ・Rated Z can be played only by 18 y.o. or older. Other categories are ref. for advisable player age. ・A=All age, B=12 or older, C=15 or older, D=17 or older and Z=only 18 or older ・・・・・etc. 14 persons △Understanding of purpose: It is a "reference" rating or "basis for individual judgment", or a system to protect young people. ・To distinguish those that are harmful depending on age. ・To prevent children from purchasing games with inappropriate contents. ・Reference for purchase. ・Index on whether it is appropriate to allow children to play. ・Reference source on whether it is harmful to children. ・Prevents youths from playing games with inappropriate contents. ・To provide caution on games with contents inappropriate for children etc. ・Catering to the concerns of parents over violent scenes. ・For purchasing games with appropriate contents, by applying rating labels, consumers can limit their choice to games for all ages or 12 or older. Misapprehension/Vague comprehension ×Misapprehension: It is a rating for "restriction" or a "ban" on purchase based on consumer age. ・Age limit on game purchase. ・Age restriction ・Indicates age limit for game purchase. ・Those excluded from the rated age cannot purchase the game. ・・・・・etc. 92 persons 69 persons ・A ban on game playing of those excluded from rated age groups. ・Limits game playing by age. ・Age limit on game purchase. ・Limits game access by age. ・Games with age limit. ・Ban on sales to under age consumers. ・Regulating rating of player age. ・R rating ×Misapprehension: It is a system legally regulating expressions. ・・・・・etc. 4 persons ・Limitation concerning young children etc. and violent/sexual expression etc. ・Regulation of violent scenes etc. ・Regulation on expression for specific age groups. ・Regulation on visual images etc. of the games. ?Too ambiguous, vague, unclear or far-off ・Age 19 persons ・I understand it as a classification of consumers. ・Differs by age. ・A sales reference given by some kind of organization. ・Regulation ・They each have strict restrictions. ・There are restrictions. ・Can narrow down target age groups. ・For those who fall in the restricted category. ・Prevention of juvenile crime. ・・・・・etc. Note) Comment are unedited. ・Even when those with nearly perfect comprehension were counted, respondents that could be classified as knowing how the rating system worked were less than half of the valid responses (125/271 persons, 46.1%). ・Quite a few of the respondents who misunderstood answered that the system was an age-based purchase restriction system. - 52 - 4.Awareness of the rating label Z 【All who were aware of the rating label】 【To all who were aware of and "had already seen the label on a product package" and who were aware of "but had never seen the label yet"】 [Q] Do you know that "Only 18 or older" was added to the rating labels this March? Number of samples (persons) TOKYO GAME SHOW 2006/ All who recognized the rating label (Unit: %) 0 20 40 60 80 100 2.6 538 57.1 24.7 15.6 Yes, and I have already seen the label on a product package. Yes, but I have never seen the label on a product package yet. No Invalid/No answers (Unit: %) Yes, and I have already seen the label on a product package. Yes, but I have never seen the label on a product package yet. No Invalid/No answers 538 57.1 24.7 15.6 2.6 Gender and Age Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 445 2 15 40 53 153 80 84 17 1 93 0 3 5 19 28 13 21 4 0 59.8 50.0 53.3 65.0 62.3 66.0 58.8 53.6 29.4 0.0 44.1 0.0 40.0 26.3 60.7 38.5 42.9 75.0 - 23.4 0.0 33.3 22.5 24.5 22.9 16.3 26.2 41.2 0.0 31.2 0.0 20.0 57.9 21.4 30.8 33.3 0.0 - 14.4 50.0 13.3 12.5 11.3 9.8 20.0 17.9 17.6 100.0 21.5 100.0 40.0 15.8 14.3 15.4 23.8 25.0 - 2.5 0.0 0.0 0.0 1.9 1.3 5.0 2.4 11.8 0.0 3.2 0.0 0.0 0.0 3.6 15.4 0.0 0.0 - Frequency of playing household videogames Number of samples (persons) Heavy user Middle user Light user 196 234 108 61.7 57.7 47.2 23.5 23.9 28.7 13.8 15.4 19.4 1.0 3.0 4.6 TOKYO GAME SHOW 2006/ All who recognized the rating label ・The sum of those who were aware of the Z category (Only 18 or older) regardless of whether they had or had not seen the labels on products amounted to 81.8%. Especially, 88.9% of male users aged between 19-25 knew of the Z category. - 53 - Ⅹ.Opinions concerning the game industry 《Free answer》 [Q] Please put down freely any opinions you have (anything, including dissatisfaction or requests) about game companies, creators, distributors, retailers, software and so forth. (325 valid responses: n=1,087 persons) Age: 3-9 Male ・Please make it cheaper. Age: 10-12 Male ・Please provide a one-year guarantee. ・I want more software for portable games like DS. ・I love Mario and Monster Hunter. ・I would like the opinions of the users to be respected more. Age: 13-15 Male ・Please lower the age limit for GTA. ・I like the MGS series. ・PS3 is too expensive. ・I would like you to make games for all ages, not just adults. ・I want more on-line and match-up games. ・It’s hard to get foreign games. ・Please remake past games. ・I’m hoping that Kingdom Hearts 3 will come out. ・Please put more emphasis on the storyline instead of just the graphics and music. ・The games are boring. ・I want you to release an arcade controller for KONAMI’s Beatmania. ・Keep up the good work! ・Too many bugs. I want a more flexible game with emphasis on COOP. ・I hate it when the release date is changed. ・My dream is to create a great game that’ll be enjoyed by everybody. ・I want games with more options. ・I want you to make the games cheaper. ・It’d be great if a completely new game were created instead of remakes. Female ・The characters are unattractive these days. ・I want a game with a more interesting storyline. Of course if the quality is good so much the better. ・I want you to improve the image quality! Age: 16-18 Male ・PS3 is still too expensive. ・Go PS3! Don’t lose to Wii! ・I want you to hurry up and popularize PS3. ・I have high expectations for Wii. ・I have high expectations for Wii. ・I am putting my faith in Wii. ・I want illegal ROMs to be done away with. ・Because of the ratings, I can’t buy games that I could before. ・The quality of household videogames is dropping. Please create an entirely new product. ・I want you to stick to the promised release dates. ・Please improve quality. ・There are a lot of lousy games. Play them yourself before selling them. ・Graphics are overemphasized in too many games. ・I would like you to give priority to the contents instead of the graphics. ・Games are gradually getting more expensive. ・PS-related games aren’t doing well these days, but I hope they do better. Note) Comments are unedited. - 54 - ・I would like you to avoid stock shortages. ・You are working hard enough. ・lease consider what the consumers want. ・Please make more fun software that is not part of a series. ・The fact that not much is explained could be one of the attractions of your games. ・Go with the flow! ・I would like more motorbike games. Please re-release Xenogears with updated graphics ・Stick to making genuinely interesting games. ・Put out lots of remakes of old games. ・Make them cheaper!! ・Please add more and more game options!! ・I wish the hardware were cheaper. ・PLEASE make it cheap. ・Design games that don’t cause motion sickness. ・Downloading takes too much time. ・Play it yourself before marketing (too many bugs and stuff). Female ・Please make Tales of Destiny into a cartoon!!!! ・I hope Tales of Destiny is made into a cartoon. ・Please re-release FF12 with improved image quality. ・Please release games that are in PS2 in GC too. ・PS3 is expensive. ・It’s expensive. ・Please make more CAPCOM products. ・Release games on the scheduled dates. ・I want more practical products. ・Please make more boys’ love games. ・Please release the details of manufacturer perks earlier. ・Market more software before releasing new hardware. ・There should be more Basara products. ・I think too much emphasis is put on details for players who focus on every single element of the games. Age: 19-24 Male ・There is nowhere to request new software. ・It is doubtful that CERO is functioning. ・It’s nice that there are more CG movies, but the games are boring. Please create games with substance. ・CGs are great but the stories and systems are poor. ・There are a lot of games for DS that are great. I want more for other hardwares. ・A lot of games become boring when taken from a PC to be turned into household videogames. ・We don’t need PS3. It’s been causing nothing but headaches for the game companies. ・PS3 is too expensive/ Xbox is noisy / graphics aren’t that important. ・PS3 is too expensive. Don’t think consumers don’t know any better. ・PS3 will be released but I think there’s still a lot that can be done with PS2. The recent software packages for PS2 are really fun. ・It will be fun to see how far PS3 can go, won’t it? ・Now that PS3 and Wii are going to be released, I’m looking forward to completely new software. ・I want you to release FF and Dragonquest for PSP. ・Please make STG arcade into a household videogame! ・Please make more games for Xbox360. I’m looking forward to the next Ace Combat. ・I feel like there’s not enough substance to the action games. ・Please make games that are easy to play. ・I look forward to something new and unique! ・Don’t be satisfied with past products. Keep on exploring the development of interesting softwares. ・I want you to know that there are still places where only ISDN or AirH” can be used. ・I don’t care much for graphics. I just want to play games that are clear and simple. ・I find that the playability of the games doesn’t match the quality of the graphics. They’re not as user-friendly as they could be. (Handling is sometimes difficult and displays are hard to see.) ・Don’t just improve the graphics — make the stories more interesting. ・Please give me a surprise, something fresh. ・Even if the on-line games are great, the management companies suck. ・Please improve the quality of data management for on-line games. Note) Comments are unedited. - 55 - ・On-line games are too expensive. ・I hope you won’t be overtaken by overseas game companies. ・I would like you to create an environment conducive to development. ・I look forward to a game that would be a delight just to buy!! I’m rooting for you!! ・It’d be nice to have more software that requires less commitment. ・I’d like you to work more on creating completely new software. ・GO SONY!! ・I hope the government won’t make any trouble. ・Please focus on the contents of the games rather than the graphics. ・I want game-creators to design games as they like, without any limitations. ・I’m worried about the future of the game industry. ・It’d be nice if a comprehensive event like the game show could be held all over Japan. ・Please provide instructions that can be understood even by beginners. ・I don’t want the contents of the games to be regulated. ・People say that game prices are high, but I don’t think so. ・There are too many types of hardware. ・The technology for creating games is rapidly becoming more sophisticated, making it hard for industry newcomers. ・Games for brain training are in at the moment. I think if the advantages of those games were added to RPG etc., the slump would end. ・Spend more time creating games instead of bombarding consumers with ads. ・There’s no individuality. ・I hope there will be more entertaining games and that the game industry will become even more fun. ・I’ll be involved in the industry from now on and hope to work with you. ・I want to play compact games. ・The stories don’t appeal to me any more. Downloading takes too long. ・Most of the recent games are boring, with emphasis only on the quality of the graphics. ・You have to pay to play most MMO games now. That makes it hard for someone like me who’s been playing on-line games since the early days. ・Games these days are simpler, so I don’t like them. ・Games these days are hard to handle. ・There are too many consumer-targeted games that are in series. Please release tons of new titles. ・I know that circumstances surrounding game development are increasingly difficult, but I sincerely hope that you’ll keep up your good work. ・I’m through with games that take too long (FF8 onward). ・The stories and contents of the games lack substance. ・I expect that you’ll come up with better games in the future. ・If you keep on releasing sequels, the industry itself will decline. Please do your utmost to release new games. ・Now that new types of hardware are being released continuously, I wish that companies would think hard about the purpose and appeal of the games they develop. ・Please have faith in your work. ・The age of the Super Famicom was more fun. ・I’d like you to develop software as you please. ・Dear SQUARE ENIX, please release a new Dewprism game! I also hope for the on-line version of Itadaki Street and a new Bust A Move game. Dear NAMCO BANDAI, please release a new Kaze-no-Kuronoa game. ・Dear SQUARE, I love the Kingdom Hearts series. I’m looking forward to all kinds of new products and games. ・I find there are too many games similar to Star Wars. Please do something about Gung Ho… ・Software is expensive. ・Software prices are high!! ・Software is getting expensive. ・Too expensive. ・If the increase in the number of second hand stores puts pressure on the industry… ・It’d be nice if the Tokyo Game Show could be held for three days. GO tri-Ace! ・Please lower the prices! ・I can understand hardware being out of stock, but there’s no excuse for software being out of stock. ・Only specifications for hardware keep being upgraded, but I hope that the industry keeps on growing. ・I don’t like it when release dates are postponed. ・I often see a game released not too long ago already at a second hand store with a low price tag. Won’t people stop buying new games? ・I don’t understand why release dates keep changing. ・Expressions are limited too much. ・Make it a priority to create games that don’t frustrate the players. ・As long as you produce professional work, that’s all that’s needed. ・Make the contents of the games your selling point, not the graphics!! Note) Comments are unedited. - 56 - ・Quality has improved too much compared to the past. My favorite company (small-scale) was driven out of business. ・Please remake old games. ・Dear manufacturers and game creators: These days I can’t find games that I feel like buying. Please make something interesting. ・I feel that a gap is being formed between how the manufacturers and consumers think. ・Metal Gear Solid is amazing. ・I want more games to be made into cartoons, movies, etc. ・I want the price to be lowered a little more (¥5,000~6,000). ・Please lower the prices of the hardware and the software a bit more. ・I want you to increase the number of on-line games. ・Please create games as you like, without being restricted in any way. ・More remakes! ・Please reduce your prices! ・Check out and take hints from the old games that were really interesting. ・Make the games cheaper (by finding sponsors). ・I want the game industry to become more considerate of casual players. Also, the new games are too expensive these days! I can see that a lot of money was put into developing them, but can’t they be made cheaper? ・I want RPG with elements that can be played to the last detail. ・Won’t crime increase with these games becoming too realistic? ・Please release remakes. ・Ratings aren’t enough. Games with extreme contents should be regulated or stop being manufactured/distributed. ・It’s important to follow the ratings, but don’t self-regulate too much. Female ・We don’t need software for PS3. It’s sad to see manufacturers going out of business. ・I’m drawn to beautiful, clear graphics. ・Make the game more interesting, don’t just emphasize graphics. ・There are too many different types of hardware. I’m keeping myself from buying one because I don’t know which one has the software that interests me. I wish there were software packages that could be played using any hardware. ・I want you to make more games with interesting contents instead of just good graphics. ・Speed up the processing of NG messages to the board! If you can’t, outsource the work! ・Put more energy into making the stories interesting. ・I want something that lets you enjoy the old-time 2D feeling. ・Don’t narrow down the ads. Play them on all channels. ・These days there aren’t many simple games (with easy handling and easy completion of levels) or “lousy games”, so it’s hard to enjoy casual playing. ・Make RPGs that have stories with depth like the old FFs. ・Software is expensive. ・Too much expensive software. ・Keep to the announced release dates. ・It’s good that the technical quality is improving, but the functions are getting too difficult for me to keep up with, and I think there are a lot of games out there now that have unappealing stories. ・It would be nice if more original games were released instead of those based on comic books or sequels of popular games. ・Please release silly games. ・I want games that are easier to understand and easier to progress with. No more emphasis is needed on CGs — I want something that’s easy to play. ・I want more RPGs that can be played with cooperating players. ・Make more games for women. Not for “girls” but for “women” (they don’t have to be love-story games). ・Please include explanations of terms in the hardware. It’s a nuisance to have to buy books to look them up. Age: 25-29 Male ・The best edition is released too early. You feel like you lost out in buying the regular one. ・It looks like PS3 is going to keep on releasing games in series. The times of SFC were the best….especially around FF5…. ・I think with RPGs, too much manpower is put into the parts unrelated to the story. For example, what is the license for FF12? It’s a pain in the neck! ・I don’t want energy put into areas unrelated to game software. ・There aren’t enough events. ・Put more emphasis on the contents of the game, not just the CGs. ・I want to play something interesting. ・Please provide more ways of playing on-line. ・Make real plans for projects. ・For popular characters there’s no choice, but for others, I wish there were some options for names and appearances. Note) Comments are unedited. - 57 - ・Please make new, interesting software. It doesn’t matter if it’s for old-type hardware or has low-grade specifications. ・I have no use for games that only have good CGs. ・I want you to put more emphasis on the sense of accomplishment for completing a level. ・Please reduce the price of the software. ・I think the handling of the games should be made a bit simpler. ・Please disseminate a system of purchasing games by downloading. ・Please do something to prevent limited editions from going to resellers!! (This is a desperate wish!) ・There are too many sequels these days. ・I wish you’d publicize how great Xbox is in magazines and other media. ・There are a lot of sequels with poor quality. ・I want the new hardware to do well and plan to buy it so please keep the cost of software low. ・Only series are released with new hardware. Too many games that are just impressive movies and boring games. I think the industry is going to scale down. ・It’s just too unfair that the prices of a newly released game and a used game differed by only 100 yen. ・Put more energy in schooling. ・I’m worried that with improvements in specifications, the market will be dominated by large-scale companies and the industry will lose free competition. ・SEGA, please make it easier to get connected with the network. ・Way too expensive! And there are too many of the same old games. ・I want more games that can be played in less time. ・Make second-hand products cheaper. ・Sometimes I feel like I’m being pushed by the manufacturers. I get disappointed after buying games like Star Fox DS that can be played only with a pen or ones that can be enjoyed only by certain people. Good games continue to be fun to play even a long time after their release. I hope you will put your efforts into making games like that. ・Make sure you de-bug! ・There’re just too many regulations! Loosen them and release more interesting games. ・I want more MMOs of Japanese companies. ・I’m rooting for the Japanese game manufacturers! I think it’s a good idea to release more games that players can purchase items for. ・Customer service is poor for on-line games. ・I want more on-line only products to be for general sale. ・I’m hoping that Mr. Tetsuya Nomura will continue to create the KH sequels. ・I ask you to be sure to de-bug the games. I don’t care if that makes them more expensive or delays the release date for a year. Release something that is worth waiting that long for. ・Release dates are postponed too often. ・I wish the premium price of videogame software is lowered by making it into a virtual console of Wii. The resellers may complain, but we don’t care! ・I want to play something completely new and unique, something dangerous. ・Make RPGs with more interesting stories. ・Please lose more money. ・Please hold more presentations of new games like this one. ・Make games cheaper! ・If they were cheaper… ・Please listen to the players. ・I don’t think the industry is keeping up with changes among the consumers. Please keep us hooked on you! (Focus on maintenance and follow-up for on-line games!) I’ll still play PSU though. Oh, and Korean games are boring. Can’t you reduce their booth space? ・I don’t understand the criteria for the ratings. ・Ratings aren’t necessary. Females (Age: 25-29) ・There are too many releases at 7 o’clock. Especially hardware and popular software… Also, prices are too high. ・Please re-make masterpieces from the past. New releases are OK, but SFC editions and recent software batteries aren’t good. ・There’s no point in just the CGs being improved. ・Dear SONY, please let me know the timing of price reduction. ・If you keep on ignoring the consumers, you’re going to fail. (SQUARE ENIX) ・Consumers are taken too lightly. That’s why the position of the game industry remains low. Age: 30-39 Male ・Release MMO games that can be played in less than 30 minutes. ・Too many 3D games are released. Note) Comments are unedited. - 58 - ・I want simple but profound games like M.U.L.E. to be re-released. ・Improve the quality of MMORPG data processing. ・There’s no need to do anything outside of the game industry like what’s being done with PS3. ・Xbox360 gave me a sense of momentum. I think it’s going to be great. ・Please expand the environment for easier game playing by hooking up with arcades, etc. ・Don’t release games in series easily without putting in much effort. I expect games that can compete with foreign products. ・I want lots of events to be held. ・Instead of concentrating on creating products that will sell, please make hardware and software from the genuine perspective of what you want to create and play yourself. ・There are too many self-satisfying large-scale games. ・Don’t release sequels in quick succession. I lose track of how many were released and in any case, I don’t have the time to play them ・Please distribute free leaflets at stores. ・Value past games. ・There are just too many and there’s too little information on games other than newly released ones. ・Keep up the good work! ・I want to buy cheaper products and games that emphasize the characters, handling and screen quality. It’s difficult for me to play games for which it’s hard to complete levels, but my idea is to enjoy them even if I have to use software tools of more than two companies to simplify them. ・I expect improvements in ease of handling and hardware quality. ・Reduce hardware prices. ・Please hold game shows twice a year! ・Some games are priced inappropriately. ・The Japanese game industry is world-class, but this fact is not acknowledged by the general public. The industry should do something about this. ・I think NINTENDO is selfish for retreating from the TGS just because they lost the battle to SCE with the existing hardware. ・I hate the fact that there are limited edition software packages that aren’t sold at just any old store. ・KOEI, do something about that amazing number of bugs! ・Please keep on releasing wonderful games! ・I can’t say anything cause I haven’t had enough money to buy anything. ・If the industry brought politicians on their side, it should be possible to suppress the criticism by the stupid media quite a bit. Also, SONY is weird these days. Let me tell you, PS3 is still too expensive! I can wait another year. ・Please try your best not to increase software prices. ・Software prices are high. ・If you have done the ratings properly, keep them on the games for selling and buying (second hand). ・There should be more servers for the on-line games. ・Please check out consumer reviews on the on-line postings, and give serious thought to them. A half-baked game shouldn’t be released. ・Please give a boost to the industry with the new releases at the end of the year. ・Don’t pour your energy into the technical development of hardware — instead you should think about extending the life of existing hardware. ・I find it strange that there are no questions on the use of high-vision TV, Internet, Youtube, iPod, etc. You should acknowledge the fact that game manufacturers have rivals outside of the industry as well. The comment of NINTENDO president, Mr. Iwata, and the success of “Love & Berry” are well worth giving serious thought to. ・The package should indicate how many people can play. ・I don’t mind the release date being postponed, just let us know earlier. ・The attitude of the clerk at the Square Enix booth was terrible (a male clerk in charge of guiding visitors). Too bad the games are good. ・Please make Play Station cheaper. \49,000 is still too expensive. ・I don’t like it that the release dates for Microsoft products differ in Japan. Please export. ・Don’t make games for geeks, make them for the general public. ・Games are expanded into too many media. You can’t keep up with them unless you follow all of the sources. ・Same old thing. ・There wasn’t anything new, just sequels. I was a bit disappointed! ・Please reduce the price of new products. Also, I wish dealers wouldn’t set premium prices. ・Make them cheaper! ・Make games with imagination!! ・All remake games become totally different products. ・I don’t like the fact that the industry depends too much on sequels. ・I wish software was cheaper. ・Please sell software packages for a longer time. They are discontinued right away! Note) Comments are unedited. - 59 - ・There are many kinds of games I want to play, but for too many of them it takes too long to complete the final level, so I can’t play them. ・Make games in which you defeat, rather than kill, the opponent!! ・Won’t contact with players decrease unless you give more attention to the stores? ・I don’t have anything special to say but please keep on making fun games. ・Please make low-priced products. ・Please make low-priced products. ・The prices of the network games are too high. Charges of more than ¥1,000 a month are unbelievable. ¥300~500/month would be ideal. ・Once you decide on a release date, stick to it. ・Give more thought to the release dates. We’ve reached the limit for selling games during the Christmas and New Year’s holidays (because of competition from other types of games). ・Give more thought to the release dates. We’ve reached the limit for selling games during the Christmas and New Year’s holidays (because of competition from other types of games). Female ・When I came at about 9:30 a.m. on the 23rd, I was held up for about an hour outside, and sent to the end of the line-up for people with same-day tickets. There was no point in buying tickets in advance. What’s this all about? ・On-line games lag behind as far as systems, security and rules are concerned. ・Too much effort is put into graphics. ・Go CLOVER STUDIO!! ・More advertising of the game release dates would be good. ・I often wonder if perks are going to be added. ・The system has become too complex. MMORPG is not made for working adults. ・There are too many software packages with perks. I don’t think they’re necessary. It would be easier to buy software if the price was reduced a little more. I think varying the perks from dealer to dealer is bad for consumers. As for series, good systems should be kept, and systems with problems should be improved. Consumer opinions should be reflected more in the products. ・I have had no luck in finding NINTENDO-DS Lite in stores. Supply is not keeping up with demand. ・Release software that is worth its price. ・For a change, please release software that doesn’t completely rely on graphics. Please make all games playable on-line. ・I welcome the best editions, but it’s sad to see the price of a newly released software drop so fast. ・Reservations and other perks shouldn’t differ between dealers. Age: 40-49 Male ・Dear CAPCOM, the system of Bio Hazard is too weird and unimpressive. The trilogy of the RBG simulation is not a good idea. In general, the contents of the games are a disaster. ・I want hardwares to be compatible. ・Doesn’t handling tend to be overly complicated? ・The way large-scale games are placed above everything else gets on my nerves. I want to play good-quality software, not something with excessive embellishment. In that sense, I look forward to Wii. ・Price is too high. ・More new-release collections like this one would be nice. I want to play simple role-playing games. Games are getting too difficult. Female ・Please use talented voice actors. ・Keep up with maintenance. Age: 50 or older Male ・Games are expensive. ・Software prices are too high. ・Too expensive. Note) Comments are unedited. - 60 - XI.Turnout at TOKYO GAME SHOW 2006 1.Information source about TOKYO GAME SHOW 2006 《Multiple answers》 [Q] How did you know of "TOKYO GAME SHOW 2006"? Choose any number of answers. TOKYO GAME SHOW 2006/Total (n=1,087 persons) TOKYO GAME SHOW 2005/Total (n=1,084 persons) TOKYO GAME SHOW 2004/Total (n=1,107 persons) 0 10 (Unit: %) 20 30 27.1 23.7 Friends/Acquaintances/Family 27.0 26.5 As an annual event ― ― 24.1 25.3 Game magazines 21.2 18.2 23.2 Other websites 17.5 16.3 12.4 TV 16.2 15.4 17.4 Websites of TGS exhibitors 12.6 12.3 13.7 General magazines 15.8 7.0 Official site of CESA 9.5 7.6 4.8 4.0 Newspaper 6.6 4.7 Radio 6.4 4.9 4.1 4.3 Posters/Leaflets at a store 6.3 2.4 Invitation ticket 3.8 2.4 Posters at a railway station 2.0 2.1 3.3 1.3 Others 5.2 4.1 Invalid/No answers 0.8 1.2 1.2 Note) From TOKYO GAME SHOW 2006 survey, "As an annual event" was added to the categories. ・Those who found out about the show from "friends/ acquaintances/ family" increased compared to last year (27.1%) Especially the rate was high among female respondents (33.2%). ・Male users tended to select "Game magazines" or "Other websites" but the rates of both categories decreased compared to last year. ・The newly added "As an annual event" which belonged to the "Others" category until last year was selected by 26.5% of the total respondents. - 61 - TOKYO GAME SHOW 2006/Total Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 (Unit: %) Number of samples (persons) 1,087 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 Friends/ Acquaintances/ Family 27.1 25.5 18.2 41.3 38.6 39.4 26.1 20.7 12.5 8.7 15.4 33.2 50.0 42.9 28.6 45.5 39.7 23.8 24.5 As an annual event 26.5 26.5 9.1 6.5 11.4 19.2 35.1 35.6 27.8 15.2 30.8 26.3 0.0 0.0 28.6 27.3 23.8 26.2 Game magazines 24.1 26.4 9.1 30.4 15.9 25.0 27.6 35.6 28.5 15.2 7.7 15.5 0.0 28.6 21.4 9.1 11.1 Other websites 18.2 19.5 9.1 8.7 25.0 13.5 19.0 20.7 20.8 28.3 30.8 13.4 0.0 14.3 35.7 6.1 TV 16.3 17.3 36.4 34.8 18.2 21.2 16.8 13.3 11.8 13.0 30.8 12.5 0.0 0.0 0.0 Websites of TGS exhibitors 15.4 14.7 0.0 8.7 13.6 16.3 17.5 19.3 12.5 4.3 0.0 17.7 0.0 14.3 General magazines 12.3 13.3 9.1 21.7 14.8 8.7 16.0 14.8 7.6 13.0 7.7 8.6 50.0 Official site of CESA 7.0 7.7 0.0 2.2 5.7 1.0 9.7 11.1 10.4 4.3 7.7 4.3 Newspaper 4.8 5.5 9.1 2.2 5.7 3.8 5.6 1.5 6.3 10.9 38.5 Radio 4.7 5.3 9.1 0.0 5.7 4.8 5.6 5.9 6.3 4.3 Posters/ Leaflets at a store 4.1 4.6 9.1 6.5 1.1 1.0 5.6 6.7 6.3 Invitation ticket 2.4 2.1 0.0 0.0 0.0 1.9 5.2 0.7 Posters at a railroad station 2.0 2.2 9.1 2.2 2.3 0.0 3.4 Others 1.3 1.4 0.0 0.0 1.1 2.9 Invalid/ No answers 0.8 0.8 0.0 2.2 0.0 2.9 Frequency of playing household videogames 50 or older Heavy user Middle user Light user Gender and Age 2 366 433 288 25.0 100.0 28.1 27.5 25.3 32.7 30.0 0.0 27.9 28.6 21.5 11.9 30.6 5.0 0.0 28.1 27.3 14.2 19.0 9.5 8.2 15.0 0.0 14.8 20.3 19.4 9.1 4.8 11.9 20.4 35.0 50.0 16.9 15.9 16.0 42.9 21.2 15.9 16.7 16.3 10.0 0.0 15.8 14.8 15.6 0.0 7.1 9.1 3.2 7.1 12.2 20.0 0.0 11.7 13.2 11.8 0.0 0.0 7.1 3.0 0.0 2.4 8.2 15.0 0.0 7.7 6.5 6.9 2.2 0.0 0.0 7.1 0.0 0.0 0.0 4.1 10.0 0.0 2.7 5.1 6.9 0.0 2.6 0.0 0.0 7.1 6.1 1.6 2.4 0.0 5.0 0.0 3.8 3.5 7.6 0.0 0.0 2.6 0.0 0.0 14.3 0.0 1.6 7.1 0.0 0.0 0.0 5.2 3.7 3.5 0.7 0.0 0.0 3.4 0.0 0.0 0.0 3.0 4.8 2.4 6.1 0.0 0.0 2.2 2.3 2.8 3.0 0.7 2.2 0.0 1.3 0.0 0.0 7.1 0.0 0.0 4.8 0.0 0.0 0.0 2.2 1.8 2.1 2.6 0.0 0.7 0.0 0.0 0.9 0.0 0.0 0.0 3.0 0.0 2.4 0.0 0.0 0.0 1.4 0.9 1.7 0.0 1.5 0.0 2.2 0.0 0.9 0.0 0.0 0.0 0.0 1.6 2.4 0.0 0.0 0.0 0.8 0.7 1.0 - 62 - 2.Number of past visits to TOKYO GAME SHOW [Q] TOKYO GAME SHOW has been held 15 times so far (Summer in '96, Spring and Autumn from '97 to 2001 and Autumn in 2002, 2003, 2004 and 2005). How many times have you visited? Number of samples (persons) TOKYO GAME SHOW 2006/Total 0 20 1,087 40 48.9 60 80 29.0 2.6 10.5 2.5 TOKYO GAME SHOW 2005/Total 1,084 TOKYO GAME SHOW 2004/Total 1,107 42.8 31.5 8.4 1.8 49.8 27.3 8.5 This is my first visit 1~3 times before 4~6 times before 7~9 times before 10~14 times before (※1) I have visited all Invalid/No answers (Unit: %) 100 3.8 0.9 Average number of past visits (times) 3.3 4.4 2.9 10.5 1.5 1.5 10.3 0.8 4.0 3.6 - (Unit: %) Number of samples (persons) 4~6 times before 7~9 times before 10~14 times before(*1) I have visited all Invalid/ No answers 48.9 29.0 10.5 2.6 4.4 3.8 0.9 Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 47.3 63.6 52.2 73.9 61.5 47.8 31.9 29.9 54.3 38.5 54.7 100.0 100.0 50.0 60.6 63.5 47.6 44.9 35.0 100.0 29.1 27.3 32.6 18.2 24.0 32.8 34.1 26.4 30.4 30.8 28.4 0.0 0.0 35.7 24.2 25.4 40.5 26.5 35.0 0.0 11.0 9.1 6.5 3.4 6.7 9.7 17.0 18.1 8.7 7.7 8.6 0.0 0.0 7.1 6.1 6.3 7.1 12.2 20.0 0.0 2.5 0.0 4.3 1.1 1.9 2.2 1.5 4.9 2.2 0.0 3.0 0.0 0.0 0.0 3.0 0.0 2.4 8.2 5.0 0.0 5.0 0.0 2.2 1.1 1.9 3.7 8.1 11.1 2.2 7.7 2.2 0.0 0.0 0.0 6.1 1.6 0.0 2.0 5.0 0.0 4.2 0.0 0.0 1.1 2.9 3.4 5.2 9.0 2.2 15.4 2.2 0.0 0.0 7.1 0.0 3.2 0.0 4.1 0.0 0.0 0.9 0.0 2.2 1.1 1.0 0.4 2.2 0.7 0.0 0.0 0.9 0.0 0.0 0.0 0.0 0.0 2.4 2.0 0.0 0.0 Heavy user Middle user Light user 366 433 288 49.7 47.3 50.0 29.0 27.9 30.6 10.4 11.5 9.0 2.2 3.5 1.7 3.8 4.8 4.5 4.1 3.9 3.1 0.8 0.9 1.0 Satisfied (※2) 839 167 71 10 48.4 53.3 45.1 40.0 29.1 30.5 26.8 10.0 11.4 6.6 9.9 0.0 2.5 2.4 4.2 0.0 4.3 3.0 9.9 0.0 3.6 3.6 4.2 20.0 0.7 0.6 0.0 30.0 Degree of satisfaction 1,087 Gender and Age 1~3 times before Frequency of playing household videogames TOKYO GAME SHOW 2006/Total This is my first visit I can't say Not satisfied (※2) Invalid/No answers *1: The term "10-13 times before" was used in the TGS 2005 survey, while "10-12 times before" was used in the TGS 2004 survey. *2: The respondents who selected "much satisfied" and "fairly satisfied" were integrated into the "satisfied" category and those who selected "little satisfied" and "unsatisfied" were into the "not satisfied" category. ・First timers increased from last year and amounted to 48.9% of total respondents. ・Those who had come 3 or less times in the past (4 or less including this year) consisted 77.8% of total respondents and the average number of visits (3.3) decreased compared to the previous survey. ・Nearly half of the "light users" visited the show for the first time this year. - 63 - 3.Company booths the respondents thought was the best 《Free answer》 [Q] Which company's booth do you think was the best among all the exhibitors at Tokyo Game Show 2006? Please specify only one company. (807 valid responses: n=1,087) Names of company booths SQUARE ENIX Sony Computer Entertainment BANDAI NAMCO Games (*1) CAPCOM KONAMI SEGA KOEI Microsoft SNK PLAYMORE Tecmo NTT DoCoMo TAITO NHN Japan (Hangame) HUDSON Marvelous Interactive Soft Bank (vodafone) KDDI PROTOTYPE Persons Qty 153 133 93 74 each 50 49 37 16 15 13 each 12 each 10 9 Names of company booths Persons Qty D3PUBLISHER NETTS IREM SOFTWARE ENGINEERING TAKARA Tommy (*2) NeoWiz Japan Cykan EASYFUN Alchemist KID GameCenter CX Genki Serendipity Famitsu (Enter Brain) FromSoftware Media Works UBITECHNO 5 4 each 2 1 each 7 each Note 1) When a product name is answered instead of a company booth name, it is counted as an answer for the company booth name. e.g.) "PS3"→"Sony Computer Entertainment" and "Xbox360"→"Microsoft" Note 2) Various expressions of BANDAI NAMCO Games (*1) and TAKARA Tommy were all included for the respective companies. (Ref.) Break down of BANDAI NAMCO Games→ (Ref.) Break down of TAKARA Tommy → "BANDAI NAMCO Games" "BANDAI NAMCO" "NAMCO/BANDAI" "BANDAI" "NAMCO" "TAKARA Tommy" "TAKARA" ・SQUARE ENIX booth was the most popular. Followed by Sony Computer Entertainment, and BANDAI NAMCO Games. - 64 - 31 27 2 19 14 3 1 4.Areas the respondents visited 《Multiple answers》 [Q] The booths exhibited at Tokyo Game Show 2006 were roughly grouped into the following areas. Choose all areas you visited. (Unit: %) 100 TOKYO GAME SHOW 2006/Total (n=1,087 persons) TOKYO GAME SHOW 2005/Total (n=1,084 persons) 88.9 89.9 80 60 41.4 36.8 38.6 40 27.6 26.8 32.6 25.5 20 23.5 18.7 22.4 24.8 16.5 16.2 8.1 ー Exhibitors' General Area (Hall 2-6) Videogame Museum (Hall 2) Sales Area (Hall 7) Dining Place (Hall 7) Mobile Content Area (Hall 4) Game School Area (Hall 7) Event Stage (Hall 8) Development tools & Middleware Area ((Hall 2/3) International Pavilion (Hall 3) Kids' Area (Hall 8) Number of samples (persons) Invalid/No answers 1,087 88.9 41.4 36.8 27.6 25.5 23.5 22.4 16.5 16.2 9.4 4.8 Gender and Age 4.8 4.2 Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 90.3 72.7 71.7 84.1 92.3 94.4 90.4 90.3 93.5 100.0 83.6 50.0 57.1 85.7 87.9 82.5 85.7 81.6 95.0 50.0 44.3 36.4 32.6 45.5 64.4 42.9 43.7 41.7 34.8 23.1 30.6 50.0 0.0 42.9 18.2 41.3 35.7 28.6 15.0 0.0 35.2 18.2 23.9 25.0 44.2 39.6 36.3 31.9 30.4 38.5 42.7 0.0 14.3 50.0 51.5 39.7 38.1 51.0 40.0 0.0 26.9 18.2 30.4 23.9 32.7 28.0 23.7 22.9 30.4 38.5 30.2 0.0 14.3 28.6 51.5 31.7 23.8 28.6 20.0 0.0 26.2 27.3 21.7 17.0 34.6 29.1 21.5 24.3 32.6 23.1 22.8 0.0 14.3 28.6 15.2 23.8 21.4 30.6 20.0 0.0 24.2 27.3 32.6 27.3 32.7 28.0 17.8 14.6 19.6 15.4 20.7 0.0 14.3 21.4 30.3 20.6 14.3 20.4 25.0 0.0 20.5 0.0 13.0 17.0 29.8 23.5 19.3 13.9 21.7 30.8 29.3 0.0 0.0 21.4 42.4 30.2 28.6 30.6 20.0 50.0 18.0 9.1 13.0 18.2 26.0 17.2 20.0 13.9 21.7 7.7 10.8 50.0 0.0 14.3 0.0 12.7 16.7 10.2 10.0 0.0 17.1 9.1 19.6 17.0 19.2 17.5 14.1 16.7 19.6 15.4 12.9 0.0 0.0 14.3 6.1 19.0 21.4 8.2 5.0 0.0 9.2 63.6 43.5 8.0 8.7 3.4 3.0 4.2 32.6 15.4 9.9 100.0 42.9 7.1 0.0 0.0 11.9 14.3 25.0 0.0 4.4 9.1 10.9 5.7 5.8 3.0 5.2 4.2 0.0 0.0 6.0 0.0 14.3 7.1 0.0 6.3 7.1 10.2 0.0 0.0 Frequency of playing household videogames 0 9.4 11.2 ー Heavy user Middle user Light user 366 433 288 88.0 90.8 87.2 42.6 46.4 32.3 38.5 39.0 31.3 28.4 28.4 25.3 24.6 26.8 24.7 26.8 23.1 19.8 21.6 22.9 22.6 15.8 18.0 14.9 16.7 16.2 15.6 13.7 5.8 9.4 4.9 3.9 5.9 Satisfied (*) 839 167 71 10 91.2 82.6 88.7 0.0 42.0 40.1 43.7 0.0 37.7 31.7 43.7 0.0 27.2 28.7 33.8 0.0 25.3 27.5 26.8 0.0 24.3 19.8 25.4 0.0 23.0 20.4 22.5 0.0 16.7 15.0 19.7 0.0 16.1 16.2 19.7 0.0 9.4 7.8 14.1 0.0 3.1 6.6 7.0 100.0 Degree of satisfaction TOKYO GAME SHOW 2006/Total I can't say Not satisfied (*) Invalid/No answers (Unit: %) Note) In TOKYO GAME SHOW 2006, some booths were placed in areas differing from those in TOKYO GAME SHOW 2005. * The respondents who selected "much satisfied" and "fairly satisfied" were grouped into the "satisfied" category and those who selected "little satisfied" and "unsatisfied" were into the "not satisfied" category. ・"Exhibitors' General Area" was visited by 88.9% of total respondents, followed by the new "Videogame Museum" that was visited by 41.4%. ・More female respondents tended to visit the "Sales Area", "Dining Place", "Event Stage" and "Kids' Area". - 65 - 5.Degree of satisfaction with TOKYO GAME SHOW 2006 [Q] How much are you satisfied with "TOKYO GAME SHOW 2006"? (Unit: %) Number of samples (persons) TOKYO GAME SHOW 2006/Total 1,087 TOKYO GAME SHOW 2005/Total 1,084 TOKYO GAME SHOW 2004/Total 1,107 0 20 40 60 30.6 80 46.6 100 1.3 0.9 15.4 5.2 1.6 0.7 25.2 47.8 17.9 6.8 1.4 0.9 29.0 42.3 21.3 5.1 Very satisfied Fairly satisfied I can't say Little satisfied Unsatisfied Invalid/No answers (Unit: %) Very satisfied Fairly satisfied I can't say Little satisfied Unsatisfied Invalid/ No answers 1,087 30.6 46.6 15.4 5.2 1.3 0.9 Gender and Age Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 32.5 27.3 56.5 52.3 38.5 29.1 34.1 20.1 15.2 23.1 23.7 0.0 14.3 42.9 42.4 25.4 11.9 22.4 10.0 0.0 45.6 72.7 26.1 34.1 44.2 50.0 44.4 54.9 34.8 38.5 50.0 50.0 28.6 42.9 48.5 47.6 57.1 49.0 60.0 50.0 14.4 0.0 13.0 6.8 11.5 14.9 14.1 13.9 39.1 15.4 19.0 0.0 28.6 14.3 9.1 17.5 21.4 24.5 20.0 50.0 4.8 0.0 0.0 4.5 2.9 3.7 4.4 8.3 8.7 15.4 6.9 50.0 28.6 0.0 0.0 9.5 7.1 4.1 10.0 0.0 1.6 0.0 2.2 1.1 1.9 1.5 1.5 1.4 2.2 7.7 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 1.1 0.0 2.2 1.1 1.0 0.7 1.5 1.4 0.0 0.0 0.4 0.0 0.0 0.0 0.0 0.0 2.4 0.0 0.0 0.0 Frequency of playing household videogames Number of samples (persons) Heavy user Middle user Light user 366 433 288 37.4 30.5 22.2 44.3 48.5 46.5 11.2 13.9 22.9 4.4 5.1 6.6 1.9 1.2 0.7 0.8 0.9 1.0 This is the first visit 531 507 41 8 33.9 27.6 26.8 25.0 42.6 50.9 46.3 37.5 16.8 14.2 14.6 0.0 4.5 6.1 4.9 0.0 1.5 1.0 2.4 0.0 0.8 0.2 4.9 37.5 Number of past visits TOKYO GAME SHOW 2006/Total 1~14 times before I have visited all Invalid/No answers ・Over 77.2% of the total respondents were "very" or "fairly" satisfied with the show, an increase compared to the last year. ・The younger the visitor, the more satisfied he/she was with the show. The satisfaction degree of the light user group was a little low. - 66 - 6.Intention to visit the next TOKYO GAME SHOW [Q] Do you want to visit the next TOKYO GAME SHOW? (Unit: %) Number of samples (persons) TOKYO GAME SHOW 2006/Total 1,087 TOKYO GAME SHOW 2005/Total 1,084 TOKYO GAME SHOW 2004/Total 20 40 60 42.1 80 33.9 43.6 1.9 100 1.2 0.9 2.5 1.1 0.4 2.5 0.7 0.6 19.9 33.7 42.3 1,107 Number of samples (persons) 18.7 31.6 22.2 By all means If possible I I can't say Not really Never Invalid/No answers If possible I can't say Not really Never 42.1 33.9 19.9 1.9 1.2 0.9 Male 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older Female 3~9 10~12 13~15 16~18 19~24 25~29 30~39 40~49 50 or older 855 11 46 88 104 268 135 144 46 13 232 2 7 14 33 63 42 49 20 2 43.0 45.5 63.0 54.5 38.5 42.9 45.2 37.5 30.4 15.4 38.8 50.0 0.0 57.1 48.5 41.3 26.2 44.9 30.0 0.0 32.6 54.5 15.2 27.3 33.7 34.7 28.1 41.0 28.3 30.8 38.8 0.0 57.1 35.7 33.3 36.5 47.6 34.7 45.0 50.0 20.0 0.0 17.4 12.5 23.1 19.0 23.0 16.7 34.8 46.2 19.4 50.0 14.3 7.1 18.2 19.0 21.4 20.4 20.0 50.0 2.0 0.0 2.2 1.1 2.9 1.9 2.2 0.7 6.5 0.0 1.7 0.0 14.3 0.0 0.0 1.6 2.4 0.0 5.0 0.0 1.3 0.0 0.0 3.4 1.0 0.7 0.0 2.8 0.0 7.7 0.9 0.0 14.3 0.0 0.0 1.6 0.0 0.0 0.0 0.0 1.1 0.0 2.2 1.1 1.0 0.7 1.5 1.4 0.0 0.0 0.4 0.0 0.0 0.0 0.0 0.0 2.4 0.0 0.0 0.0 Heavy user Middle user Light user 366 433 288 47.8 43.0 33.7 33.1 36.3 31.6 14.5 18.2 29.2 1.9 1.6 2.4 1.9 0.0 2.1 0.8 0.9 1.0 This is the first visit 531 507 41 8 35.0 47.1 70.7 50.0 34.5 35.5 14.6 0.0 24.9 15.8 7.3 12.5 2.8 1.2 0.0 0.0 2.1 0.2 2.4 0.0 0.8 0.2 4.9 37.5 839 167 71 10 50.2 16.2 14.1 0.0 36.9 26.9 19.7 0.0 12.2 51.5 39.4 0.0 0.5 3.6 15.5 0.0 0.2 1.8 11.3 0.0 0.0 0.0 0.0 100.0 Degree of satisfaction Number of past visits 1,087 Gender and Age By all means (Unit: %) Invalid/ No answers Frequency of playing household videogames TOKYO GAME SHOW 2006/Total 0 1~14 times before I have visited all Invalid/No answers Satisfied (*) I can't say Not satisfied (*) Invalid/No answers *The respondents who selected "much satisfied" and "fairly satisfied" were integrated into the "satisfied" category and those who selected "little satisfied" and "unsatisfied" were into the "not satisfied" category. ・76.1% of the total respondents wished to visit the next show "by all means" or "if possible". The proportion slightly decreased from the last year's survey. ・The intention of light users and first visitors to visit the next show was a little low. - 67 - Appendix 1) Sample Survey Form Thank you for your cooperation in the "TOKYO GAME SHOW 2006" Visitors Survey - Computer Entertainment Supplier's Association <CESA> - Q1 1)Your gender and age. Gender [ 1. Male 2. Female ] Age ( )years old 5. Chiba 6. Ibaraki 7. Other prefecture 2)Your area of residence. <Choose only one> 1. Within Tokyo's 23 wards 2. Tokyo area (outside of its 23 wards) 3. Kanagawa 4. Saitama Specifically 3)Your occupation <Choose only one> 1. Pre-school children 2. Elementary school student 3. Junior high school student 4. Senior high school student 5. Junior college or vocational school student/awaiting entry to school 6. College/Graduate school student 7. Company employee/Public employee 8. Self-employed 9. Part timer 10. Housewife/Househusband 11. Unemployed 12. Other Specifically 4)Your hobbies and interests other than games <Choose any number of answers> 1. 2. 3. 4. 5. 6. Movie/Theater/Drama Comics/Cartoons Music Karaoke TV idols Vaudevilles 7. Reading 8. PC/Internet 9. Photos/Arts 10. Igo/Shogi/Mahjong 11. Pachinko/Pachislo 12. Horse race/Cycle race/Motorboat race 13. Baseball 14. Soccer 15. Golf 16. Combative sports 17. Fishing/Outdoor activity 18. Cars/Motorbikes/Driving 19. Traveling 20. Fashion/Interior design 21. Cooking/Restaurants/Liquors 22. Love/Social meeting 23. Study/Languages/Licenses 24. Other Specifically ■Questions about household videogames Q2 1)What game machines do you have? <Choose any number of answers> *Exc. PCs and mobile phones. 1. 2. 3. 4. 5. Nintendo GameCube Nintendo 64 Super Famicom Nintendo DS(Lite included) GameBoy Micro 6. Game Boy Advance (incl. SP) 7. Game Boy (incl. Color) 8. PlayStation 2 9. PlayStation (incl. PSone & COMBO) 10. PSP "PlayStation Portable" 11. Xbox360 12. Xbox 13. Dreamcast 14. Other Specifically 2)What game machines do you want to buy? <Choose any number of answers> *Exc. PCs and mobile phones. 1.Wii 【Unreleased】 2. Nintendo GameCube 3. Nintendo DS(Lite included) 4. Game Boy Micro 5. 6. 7. 8. Game Boy Advance (SP included) PlayStation 3 (unreleased) PlayStation 2 PSP "PlayStation Portable" 9. Xbox360 10. Other Specifically 3)When buying a household videogame machine, how important is the body color? <Choose only one> 1. Very much 2. Somewhat 3. Not much 4. Not at all Go to [Q3] 【If the answer is "1" or "2"】 4)Which color do you prefer for the body of a household videogame machine? <Choose any number of answers> 1. 2. 3. 4. Q3 Black White Gold Silver 5. 6. 7. 8. Metallic (Exc. gold and silver) Warm color (red, yellow, pink, orange, etc.) Cold color (blue, green, purple, gray, etc.) Pattern 9. Color used for old-type game machines (e.g. Famicom color) 10. Self-customize with stickers etc. 11. Other Specifically Please choose the genre and type of game you like. 1)Genre <Choose any number of answers> 1. 2. 3. 4. 5. 6. 7. 8. 9. Role-playing Nurturing simulation Strategic simulation/Strategy Love simulation Adventure Action Rhythm-action (music/dance) Sound novel (story accompanied by sound) Fighting competition 10. Shooting 11. FPS (First person shooter) 12. Sports 13. Racing 14. Puzzle/Quiz 15. Board game (e.g. Sugoroku) 16. Variety/Party game 17. Strategic table game (e.g. Igo, Shogi and chess) 18. Gambling-type table game (e.g. Hanafuda, Mahjong and cards) 19. Instrumental simulator (e.g. Pachinko and Pachislo) 20. MMORPG (Massive multiplayer online role-playing game) 21. Battle-type network game 22. Study/Learning/Training 23. Information database/Practical softwares 24. Typing practice 25. Construction (game designing tool) 26. Communication 27. Other Specifically 2)Type <Choose any number of answers> 1. Feudal/Historical 6. Boys' love 2. Adventure/Fantasy 7. Horror 3. SF 8. Violence 4. Love game (Main character: male) 9. Adult 5. Love game (Main character: Female) 10. Riddle solving 11. Nurturing 12. Communication 13. Drama 14. Hobby 15. Character - 68 - 16. Series 21. Other Specifically 17. Re-releases 18. Serious 19. Gag (including silly ones) 20. Omnibus (collection of games) Q4 1)How often on average do you play games using a household videogame machine? <Choose only one> *Exc. PC and mobile phone games. 3. 2~3 days a week 4. 1 day a week 1. Almost everyday 2. 4~5 days a week 5. 2~3 days a month 6. Less often than 1 day a month 2)How long (minutes) do you spend playing household videogames at a time? Give answers each for workdays and off-days. 【Workdays】 about ( )minutes Q5 【Off-days】 about ( )minutes 1)Did you buy any videogame software in the last one year? <Choose only one> *Exc. PC games. 1. Yes Go to [Q6] 2. No 【If the answer is "1. Yes"】 2) Give the number each for "new-release regular price", "new-release low-priced package(s)*" and "second hand" package(s). * New-release low-priced packages=those priced at less than 3,000 yen such as "PlayStation the Best" and "Famicom Mini" New-release regular: ( )pc(s) New-release low-priced: ( )pc(s) Pre-owned: ( )pc(s) 3)If you were satisfied by the softwares you purchased, please indicate the name and the type of the console. * Exc. PC and mobile phone games. (Title /Console ) Q6 Among all the games which you used to play in game arcades or on old-type consoles (home-use consoles or PCs), is there any game you want to play again on the latest consoles? If so, please list the specific titles. 1. Yes (Title ) Q7 2. No Do you have "Study/ Learning/ Training" software(s) for household videogames? <Choose only one> *Exc. PC and mobile phone games. If so, please list the titles and the console type. 1. Yes (Title /Console ) Q8 2. No Do you have supplemental controllers for household videogames in addition to the one packaged with the console? *Exc. controllers for PC. If so, do you use it/them often? <Choose only one> Also, please list the type of the controller(s). 1. I own supplemental controller(s) and frequently use them. 2. I own supplemental controller(s) but seldom use them. 3. I don't own supplemental controller(s). 【If the answer is "1" or "2"】 Specific controller types ■Questions about games played on mobile phones. Q9 1)Do you play games on your mobile phone (incl. PHS)? <Choose only one> 1. I play habitually. 2. I used to play but not anymore. 3. I have an interest but have never played before. 4. I have no interest nor have played before. Go to [Q10] 【If the answer is "1" 】 2)Where do you play games on mobile phones (incl. PHS)? <Choose any number of answers> 1. At home 2. In school/workplace 3. While riding on trains or buses 4. While out somewhere waiting for someone 5. Other (Specifically ) 3)How long do you play games on mobile phones (incl. PHS) in a week? About ( )minutes ■Questions about PC games Q10 1)Do you play PC games? <Choose only one> 1. I play habitually. 2. I used to play but not anymore. 3. I have an interest but have never played before. 4. I have no interest nor have played before. Go to [Q11](on the back) 【If the answer is "1"】 2)What type of games do you play on your PC? <Choose any number of answers> 1. Games preinstalled on PC 2. Games installed from a CD-ROM 3. Games downloaded from the Internet 4. Games playable in real time on the Internet (using Flash etc.) Specifically 5. Other About ( )minutes 3)How long do you play PC games in a week? 【Please go to ([Q11]) on the back】 - 69 - ■Questions about network games and on-line games *Includes MMOPRG, Match-up combat games etc. and Web browser games (puzzles/ card games etc.) that function in real time. *Please give answers only for household videogames and/or PC games. Exclude mobile phones (incl. PHS) and arcade games. Q11 1)Have you ever played network games or on-line games? <Choose only one.> 1. I play habitually. 2. I used to play but not anymore. 3. I have an interest but have never played. 4. I have no interest nor have played. Go to 5) 【Only if above answer is "1"】 2)Which game machines do you use to play network games and on-line games? <Choose only one.> 2. PC 1. Household videogames 3. Both 3) Do you play network games or on-line games with fees? <Choose only one.> 1. I play pay-to-play network games. Go to 6) 2. I play only free network games. 【Only if above answer is "1"】 4)Please select all types of paying methods you have used for network games. 1. Fixed charge (monthly fee) 2. Quantitative charge (fee for one play or playing time) 3. Charged by item/avatar 4. Combination of 1-3. 5. I don't know. 6. Others(Specifically ) After completing the above section、Go to 6) 【If the answer is "2", "3" or "4"】 5)Choose any number of answers why you don't play network games or on-line games. 1. Subscription and connection fees are expensive 2. Prices for hardware and software are high 3. The online operational environment still isn't adequate 4. It seems to use up a lot of time 5. Registration procedures and set ups are troublesome 6. I want to play games alone 7. I'd feel embarrassed registering with a community 8. The rules are difficult to follow 9. Others(Specifically ) After completing the above section, Go to 6) 【To all respondents】 6) Do you want to play network games or on-line games in the future? <Choose only one> 1. Very much 2. Somewhat 3. I can't say 4. Not really 5. Never ■Questions about soccer Q12 1) Were you interested in the World Cup Soccer held in Germany in 2006? <Choose only one.> 1. Very much 2. Somewhat 3. Not really 4. Not at all 2) Did you purchase any soccer games for household videogame machines this year? <Choose only one>*Exc. PC and mobile phone games. If yes, please indicate the specific game title and console. 1. Yes (Title /Console ) 2. No Go to [Q13] 【Only if above answer is "1"】 3) When did you buy the game(s)? Please select all appropriate answers. 1. Jan - March 2. April - May 3. June (The month of World Cup) 4. July onward ■Questions about vehicles. Q13 1) Please select all vehicles you are interested in. <Choose any number of answers.> 1. Railroad 2. Aircrafts 3. Ships 4. Cars 5. Motorbikes 6. Bicycles (Please go to 3) if above answer is other than "1".) 【Only if above answer is "1"】 2) Please select all of your interests listed below. <Choose any number of answers.> 1. Traveling/ On-board traveling 2. Photography 3. Figures/Miniatures 4. Time tables 5. Railroad sounds 6. Station lunch packs/ Souvenir 7. Collection of tickets, stamps, train parts 8. Others(Specifically ) 【To all respondents】 3) If you have a favorite railroad game software, please indicate the title and the console. *Excluding PC and mobile phone games. (Title /Console ) - 70 - ■Other game-related questions. Q14 Have you seen advertisement clips of existing companies and products contained in the game?<Choose only one.> If yes, please indicate the software title, the advertising company, and/or product. 1. Yes (Title /Company and product name ) Q15 Have you ever filled out and mailed a survey form packaged together with a videogame software? <Choose only one.> 1. I send almost all survey forms. Q16 2. No 2. I have sent survey form(s). 3. I never send survey forms. 1)Do you know that a "rating label" is attached to a game software package? <Choose only one> 1. Yes, and I have already seen the label on a product package. 2. Yes, but I have never seen the label on a product package yet. Go to [Q17] 3. No 【If the answer is "1" or "2"】 2)Do you know how the "rating label" works? <Choose only one> If yes, please describe its function. 2. I know roughly about it 1. I know much about it 3. I know little about it 4. I know nothing about it Function you know of: If the answer is "1" or "2" 3) Do you know that "Only 18 or older" was added to the rating labels this March? <Choose only one> 1. Yes, and I have already seen the label on a product package. 2. Yes, but I have never seen the label on a product package yet. Q17 3. No Please put down freely any opinions you have (anything, including dissatisfaction or requests) about game companies, creators, distributors, retailers, software and so forth. ■Questions about TOKYO GAME SHOW Q18 1)How did you know of "TOKYO GAME SHOW 2006"? <Choose any number of answers> 1. 2. 3. 4. TV Radio Newspaper Game magazines 5. 6. 7. 8. General magazines Posters/Leaflets at a store Posters at a railroad station Friends/Acquaintances/Family 9. Official site of CESA 10. Websites of TGS exhibitors 11. Other websites 12. Invitation ticket 13. Personal routine 14. Other Specifically 2) TOKYO GAME SHOW has been held 15 times so far (Summer in '96, Spring and Autumn form '97 to 2001 and Autumn in 2002, 2003, 2004 and 2005). How many times have you visited? <Choose only one> 1. I have visited all 2. I have visited( )times 3. This is my first visit 3)Which company's booth do you think was the best among all the exhibitors at TOKYO GAME SHOW 2006? Please specify only one company. 4)The booths exhibited at TOKYO GAME SHOW 2006 were roughly grouped into the following areas. Choose all areas you visited. <Choose any number of answers> 1. 2. 3. 4. 5. Exhibitors' General Area (Hall 1-6) Videogame Museum (Hall 2) Development tools & Middleware Area (Hall 2-3) International Pavilion (Hall 3) Mobile Content Area (Hall 4) 6. Game School Area (Hall 7) 7. Sales Area (Hall 7) 8. Dining Place (Hall 7) 9. Kids' Area (Hall 8) 10. Event Stage (Hall 8) 5)How much are you satisfied with "TOKYO GAME SHOW 2006"? <Choose only one> 1. Very satisfied 2. Fairly satisfied 3. I can't say 4. Little satisfied 5. Unsatisfied 6)Do you want to visit the next TOKYO GAME SHOW? <Choose only one> 1. By all means 2. If possible 3. I can't say 4. Not really 5. Never Thank you for your cooperation. - 71 - Appendix 2) Location of Questionnaire Booths ★:Location of questionnaire booths 1Hall ★ GAME AWARDS FUTURE voting booth Lounge 【1-S1】 【1-C1】 NETTS KOEI 【1-S2】 【2-N5】D3 Publisher HUDSON 【1-N1】 SNK PLAYMORE 【1-S3】ENTERBRAIN 【2-C1】 TECMO 4Hall 【4-S1】Media Works 【4-S5】Sammy Networks 【4-S6】SeedC ★ 【4-S4】 MOCOMTECH CO.,LTD. 【4-S9】 ELSA Japan Mobile Content Area 【4-S3】 CESA booth GENKI 【4-S8】SAKURA Internet 【4-S2】TOOL-DESIGNED GAMING ACCESSORIES 【5-S1】 【4-C5】 SQUARE ENIX 8Hall 【5-N1】 NTT DoCoMo SEGA ★ Lounge EVENT STAGE Kids' Area Stage for kids - 72 - All rights reserved TOKYO GAME SHOW 2006 Visitors Survey Report Published in November 2006 Publisher Computer Entertainment Supplier's Association Office: Nishi-Shimbashi Annex 3F, 1-22-10 Nishi-Shimbashi, Minato-ku, Tokyo 105-0003 JAPAN TEL: FAX: 03-3591-9151 03-3591-9152